diff --git a/.gitattributes b/.gitattributes index 2ccd6ba96a3..05481a1b526 100644 --- a/.gitattributes +++ b/.gitattributes @@ -64,6 +64,11 @@ Repositories.ini eol=lf *.[mM][sS][iI] filter=lfs diff=lfs merge=lfs -text *.[aA][rR][cC] filter=lfs diff=lfs merge=lfs -text +# media files +*.[mM][pP]4 filter=lfs diff=lfs merge=lfs -text +*.[mM][oO][vV] filter=lfs diff=lfs merge=lfs -text +*.[wW][eE][bB][mM] filter=lfs diff=lfs merge=lfs -text + # executables and libraries *.[aA] filter=lfs diff=lfs merge=lfs -text *.[oO] filter=lfs diff=lfs merge=lfs -text @@ -361,6 +366,12 @@ Editor/Resources/unity[[:space:]]editor[[:space:]]resources filter=lfs diff=lfs **/GfxTestProjectFolder/**/*.[pP][rR][xX] filter=lfs diff=lfs merge=lfs -text **/GfxTestProjectFolder/**/*.[dD][fF][oO][nN][tT] filter=lfs diff=lfs merge=lfs -text +# Video tests +# --- +# `.ts` is used for MPEG Transport Stream files. This rule is very specific to a certain video +# package because the `.ts` extension clashes with the TypeScript file extension. +**/EditModeAndPlayModeTests/Video/**/HLS/**/*.[tT][sS] filter=lfs diff=lfs merge=lfs -text + # memoryprofiler test snapshots **/com.unity.memoryprofiler.tests/**/*.[sS][nN][aA][pP] filter=lfs diff=lfs merge=lfs -text diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/customize-ui-for-a-setting.md b/Packages/com.unity.render-pipelines.core/Documentation~/customize-ui-for-a-setting.md index bf340bb3b79..59bd163b680 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/customize-ui-for-a-setting.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/customize-ui-for-a-setting.md @@ -55,16 +55,16 @@ public class MySettingsPropertyDrawer : PropertyDrawer To add items to the **More** (⋮) menu of a settings group, follow these steps: -1. Create a class that implements the [`IRenderPipelineGraphicsSettingsContextMenu`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu.html) interface. +1. Create a class that implements the [`IRenderPipelineGraphicsSettingsContextMenu2`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2_1.html) interface. 2. Implement the `PopulateContextMenu` method. 3. To add an item, use the `AddItem` API. For example: ```c# -public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu +public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu2 { - void IRenderPipelineGraphicsSettingsContextMenu.PopulateContextMenu(MySettings setting, PropertyDrawer _, ref GenericMenu menu) + void IRenderPipelineGraphicsSettingsContextMenu2.PopulateContextMenu(MySettings setting, SerializedProperty _, ref GenericMenu menu) { menu.AddItem(new GUIContent("My custom menu item"), false, () => { Debug.Log("Menu item was selected."); }); } @@ -74,4 +74,5 @@ public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu< ## Additional resources - [PropertyDrawer](xref:UnityEditor.PropertyDrawer) -- [IRenderPipelineGraphicsSettingsContextMenu](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu.html) +- [IRenderPipelineGraphicsSettingsContextMenu2](https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2.html) +- [IRenderPipelineGraphicsSettingsContextMenu2](https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu2_1.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 4d4b8f1088b..6631071b23e 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 @@ -45,13 +45,14 @@ The following example shows how to create a script for a basic custom Render Pip ```lang-csharp using UnityEngine; using UnityEngine.Rendering; + using System.Collections.Generic; public class ExampleRenderPipelineInstance : RenderPipeline { public ExampleRenderPipelineInstance() { } - protected override void Render (ScriptableRenderContext context, Camera[] cameras) { + protected override void Render (ScriptableRenderContext context, List cameras) { // This is where you can write custom rendering code. Customize this method to customize your SRP. } } @@ -98,6 +99,7 @@ The following example shows how to create a `RenderPipelineAsset` script that de ```lang-csharp using UnityEngine; using UnityEngine.Rendering; + using System.Collections.Generic; public class ExampleRenderPipelineInstance : RenderPipeline { @@ -119,4 +121,4 @@ The following example shows how to create a `RenderPipelineAsset` script that de ``` -5. In the Project view, either click the add (+) button, or open the context menu and navigate to **Create**, and then choose **Rendering** > **Example Render Pipeline Asset**. Unity creates a new Render Pipeline Asset in the Project view. \ No newline at end of file +5. In the Project view, either click the add (+) button, or open the context menu and navigate to **Create**, and then choose **Rendering** > **Example Render Pipeline Asset**. Unity creates a new Render Pipeline Asset in the Project view. 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 39bdda28010..95a31250e4b 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 @@ -131,12 +131,13 @@ It shows the clearest workflow, rather than the most efficient runtime performan using UnityEngine; using UnityEngine.Rendering; +using System.Collections.Generic; 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.black); @@ -172,12 +173,13 @@ It shows the clearest workflow, rather than the most efficient runtime performan using UnityEngine; using UnityEngine.Rendering; +using System.Collections.Generic; 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.black); @@ -225,12 +227,13 @@ It shows the clearest workflow, rather than the most efficient runtime performan using UnityEngine; using UnityEngine.Rendering; +using System.Collections.Generic; 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.black); 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 114362d9edc..5b34b69e6d5 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 @@ -26,11 +26,12 @@ This example code demonstrates how to schedule and perform a command to clear th ```lang-csharp using UnityEngine; using UnityEngine.Rendering; +using System.Collections.Generic; public class ExampleRenderPipeline : RenderPipeline { - public ExampleRenderPipeline() { - } + public ExampleRenderPipeline() { + } protected override void Render(ScriptableRenderContext context, List cameras) { // Create and schedule a command to clear the current render target diff --git a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs index 6c31172a55e..1236c047ef2 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs @@ -477,6 +477,8 @@ static void DisplayColumns(Rect drawRect, List rowContents) /// Debug State associated with the Debug Item. public override void Begin(DebugUI.Widget widget, DebugState state) { + CoreEditorUtils.DrawSplitter(); + var w = Cast(widget); var s = Cast(state); @@ -484,7 +486,7 @@ public override void Begin(DebugUI.Widget widget, DebugState state) Action fillContextMenuAction = null; - if (w.contextMenuItems != null) + if (w.contextMenuItems is { Count: > 0 }) { fillContextMenuAction = menu => { @@ -495,7 +497,7 @@ public override void Begin(DebugUI.Widget widget, DebugState state) }; } - bool previousValue = (bool)w.GetValue(); + bool previousValue = w.GetValue(); bool value = CoreEditorUtils.DrawHeaderFoldout(title, previousValue, isTitleHeader: w.isHeader, customMenuContextAction: fillContextMenuAction, documentationURL: w.documentationUrl); if (previousValue != value) Apply(w, s, value); diff --git a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs index be733338d7c..625821b9870 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs @@ -132,6 +132,7 @@ static void Init() { var window = GetWindow(); window.titleContent = Styles.windowTitle; + window.minSize = new Vector2(800f, 300f); } [MenuItem("Window/Analysis/Rendering Debugger", validate = true)] @@ -409,16 +410,6 @@ void OnGUI() return; } - // Background color - var wrect = position; - wrect.x = 0; - wrect.y = 0; - var oldColor = GUI.color; - GUI.color = s_Styles.skinBackgroundColor; - GUI.DrawTexture(wrect, EditorGUIUtility.whiteTexture); - GUI.color = oldColor; - - GUILayout.BeginHorizontal(EditorStyles.toolbar); GUILayout.FlexibleSpace(); if (GUILayout.Button(Styles.resetButtonContent, EditorStyles.toolbarButton)) @@ -513,8 +504,14 @@ void OnGUI() using (var scrollScope = new EditorGUILayout.ScrollViewScope(m_ContentScroll)) { + const float scrollViewTopMargin = 4f; + GUILayout.Space(scrollViewTopMargin); + TraverseContainerGUI(selectedPanel); m_ContentScroll = scrollScope.scrollPosition; + + const float scrollViewBottomMargin = 10f; + GUILayout.Space(scrollViewBottomMargin); } } @@ -567,8 +564,6 @@ void OnWidgetGUI(DebugUI.Widget widget) return; } - GUILayout.Space(4); - if (!s_WidgetDrawerMap.TryGetValue(widget.GetType(), out DebugUIDrawer drawer)) { foreach (var pair in s_WidgetDrawerMap) @@ -635,8 +630,6 @@ public class Styles public readonly GUIStyle sectionScrollView = "PreferencesSectionBox"; public readonly GUIStyle sectionElement = new GUIStyle("PreferencesSection"); public readonly GUIStyle selected = "OL SelectedRow"; - public readonly GUIStyle sectionHeader = new GUIStyle(EditorStyles.largeLabel); - public readonly Color skinBackgroundColor; public static GUIStyle centeredLeft = new GUIStyle(EditorStyles.label) { alignment = TextAnchor.MiddleLeft }; public static GUIStyle centeredLeftAlternate = new GUIStyle(EditorStyles.label) { alignment = TextAnchor.MiddleLeft }; @@ -646,15 +639,10 @@ public class Styles public Styles() { - Color textColorDarkSkin = new Color32(210, 210, 210, 255); - Color textColorLightSkin = new Color32(102, 102, 102, 255); - Color backgroundColorDarkSkin = new Color32(38, 38, 38, 128); - Color backgroundColorLightSkin = new Color32(128, 128, 128, 96); - centeredLeftAlternate.normal.background = CoreEditorUtils.CreateColoredTexture2D( EditorGUIUtility.isProSkin ? new Color(63 / 255.0f, 63 / 255.0f, 63 / 255.0f, 255 / 255.0f) - : new Color(202 / 255.0f, 202 / 255.0f, 202 / 255.0f, 255 / 255.0f), + : new Color(211 / 255.0f, 211 / 255.0f, 211 / 255.0f, 211 / 255.0f), "centeredLeftAlternate Background"); sectionScrollView = new GUIStyle(sectionScrollView); @@ -662,19 +650,12 @@ public Styles() sectionElement.alignment = TextAnchor.MiddleLeft; - sectionHeader.fontStyle = FontStyle.Bold; - sectionHeader.fontSize = 18; - sectionHeader.margin.top = 10; - sectionHeader.margin.left += 1; - sectionHeader.normal.textColor = EditorGUIUtility.isProSkin ? textColorDarkSkin : textColorLightSkin; - skinBackgroundColor = EditorGUIUtility.isProSkin ? backgroundColorDarkSkin : backgroundColorLightSkin; - labelWithZeroValueStyle.normal.textColor = Color.gray; // Make sure that textures are unloaded on domain reloads. void OnBeforeAssemblyReload() { - UnityEngine.Object.DestroyImmediate(centeredLeftAlternate.normal.background); + DestroyImmediate(centeredLeftAlternate.normal.background); AssemblyReloadEvents.beforeAssemblyReload -= OnBeforeAssemblyReload; } diff --git a/Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs b/Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs index cea5bdd6459..e2431b6ecaa 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; +using UnityEngine.UIElements; namespace UnityEditor.Rendering { @@ -182,7 +183,28 @@ public DefaultVolumeProfileEditor(Editor baseEditor, VolumeProfile profile) } } + public abstract partial class DefaultVolumeProfileSettingsPropertyDrawer + { + /// + /// Context menu implementation for Default Volume Profile. + /// + /// Default Volume Profile Settings type + /// Render Pipeline type + [Obsolete("Use DefaultVolumeProfileSettingsPropertyDrawer.DefaultVolumeProfileSettingsContextMenu2 instead #from(6000.0)")] + public abstract class DefaultVolumeProfileSettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu + where TSetting : class, IDefaultVolumeProfileSettings + where TRenderPipeline : RenderPipeline + { + /// + /// Path where new Default Volume Profile will be created. + /// + [Obsolete("Not used anymore. #from(6000.0)")] + protected abstract string defaultVolumeProfilePath { get; } + [Obsolete("Not used anymore. #from(6000.0)")] + void IRenderPipelineGraphicsSettingsContextMenu.PopulateContextMenu(TSetting setting, PropertyDrawer property, ref GenericMenu menu){ } + } + } /// /// Builtin Drawer for Maskfield Debug Items. diff --git a/Packages/com.unity.render-pipelines.core/Editor/FilterWindow.cs b/Packages/com.unity.render-pipelines.core/Editor/FilterWindow.cs index 3be64f05a9e..f765de2fce3 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/FilterWindow.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/FilterWindow.cs @@ -232,8 +232,6 @@ void OnDisable() s_FilterWindow = null; } - void OnLostFocus() => Close(); - internal static bool ValidateAddComponentMenuItem() { return true; diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs index bb04940a8bb..83289b393d2 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs @@ -945,8 +945,11 @@ internal static bool PrepareBaking() static bool InitializeBake() { - if (ProbeVolumeLightingTab.instance?.PrepareAPVBake() == false) return false; - if (!ProbeReferenceVolume.instance.isInitialized || !ProbeReferenceVolume.instance.enabledBySRP) return false; + if (ProbeVolumeLightingTab.instance?.PrepareAPVBake(ProbeReferenceVolume.instance) == false) + return false; + + if (!ProbeReferenceVolume.instance.isInitialized || !ProbeReferenceVolume.instance.enabledBySRP) + return false; using var scope = new BakingSetupProfiling(BakingSetupProfiling.Stages.PrepareWorldSubdivision); @@ -961,13 +964,16 @@ static bool InitializeBake() } } - if (ProbeReferenceVolume.instance.perSceneDataList.Count == 0) return false; + if (ProbeReferenceVolume.instance.perSceneDataList.Count == 0) + return false; var sceneDataList = GetPerSceneDataList(); - if (sceneDataList.Count == 0) return false; + if (sceneDataList.Count == 0) + return false; var pvList = GetProbeVolumeList(); - if (pvList.Count == 0) return false; // We have no probe volumes. + if (pvList.Count == 0) + return false; // We have no probe volumes. CachePVHashes(pvList); @@ -1491,11 +1497,14 @@ static void ApplyPostBakeOperations() if (m_BakingSet.hasDilation) { // This subsequent block needs to happen AFTER we call WriteBakingCells. - // Otherwise in cases where we change the spacing between probes, we end up loading cells with a certain layout in ForceSHBand + // Otherwise, in cases where we change the spacing between probes, we end up loading cells with a certain layout in ForceSHBand // And then we unload cells using the wrong layout in PerformDilation (after WriteBakingCells updates the baking set object) which leads to a broken internal state. // Don't use Disk streaming to avoid having to wait for it when doing dilation. probeRefVolume.ForceNoDiskStreaming(true); + // Increase the memory budget to make sure we can fit the current cell and all its neighbors when doing dilation. + var prevMemoryBudget = probeRefVolume.memoryBudget; + probeRefVolume.ForceMemoryBudget(ProbeVolumeTextureMemoryBudget.MemoryBudgetHigh); // Force maximum sh bands to perform baking, we need to store what sh bands was selected from the settings as we need to restore it after. var prevSHBands = probeRefVolume.shBands; probeRefVolume.ForceSHBand(ProbeVolumeSHBands.SphericalHarmonicsL2); @@ -1506,8 +1515,9 @@ static void ApplyPostBakeOperations() using (new BakingCompleteProfiling(BakingCompleteProfiling.Stages.PerformDilation)) PerformDilation(); - // Need to restore the original state + // Restore the original state. probeRefVolume.ForceNoDiskStreaming(false); + probeRefVolume.ForceMemoryBudget(prevMemoryBudget); probeRefVolume.ForceSHBand(prevSHBands); } else 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 c556fbdce65..fccb3e25701 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 @@ -102,7 +102,7 @@ static ProbeVolumeBakingSet defaultSet } } - public static ProbeVolumeLightingTab instance; + public static ProbeVolumeLightingTab instance = new(); public static bool singleSceneMode => instance?.m_SingleSceneMode ?? true; @@ -359,7 +359,7 @@ void BakingGUI() { if (newSet != null) { EditorUtility.SetDirty(newSet); newSet.singleSceneMode = false; } activeSet = newSet; - + ProbeReferenceVolume.instance.Clear(); } @@ -959,9 +959,8 @@ static bool BakeAllReflectionProbes() return (bool)k_Lightmapping_BakeAllReflectionProbesSnapshots.Invoke(null, null); } - internal bool PrepareAPVBake() + internal bool PrepareAPVBake(ProbeReferenceVolume prv) { - var prv = ProbeReferenceVolume.instance; if (!prv.isInitialized || !prv.enabledBySRP) return false; @@ -981,9 +980,11 @@ internal bool PrepareAPVBake() { if(!activeSet.DialogNoProbeVolumeInSetShown()) { - if(EditorUtility.DisplayDialog("No Adaptive Probe Volume in Scene", "Adaptive Probe Volumes are enabled for this Project, but none exist in the Scene.\n\n" + - "Do you wish to add an Adaptive Probe Volume to the Active Scene?", "Yes", "No")) - CreateProbeVolume(); + if (!Application.isBatchMode) + if (EditorUtility.DisplayDialog("No Adaptive Probe Volume in Scene", + "Adaptive Probe Volumes are enabled for this Project, but none exist in the Scene.\n\n" + + "Do you wish to add an Adaptive Probe Volume to the Active Scene?", "Yes", "No")) + CreateProbeVolume(); activeSet.SetDialogNoProbeVolumeInSetShown(true); } } @@ -991,7 +992,13 @@ internal bool PrepareAPVBake() { if (GetFirstProbeVolumeInNonActiveScene() != null) { - int res = EditorUtility.DisplayDialogComplex("Create Baking Set?", "You are using the Single Scene Baking Mode and have more than one Scene loaded. It is not possible to generate lighting.\n\n" + + const string warning = "You are using the Single Scene Baking Mode and have more than one Scene loaded. It is not possible to generate lighting."; + if (Application.isBatchMode) + { + Debug.LogWarning(warning + " Consider creating a Baking Set."); + return false; + } + int res = EditorUtility.DisplayDialogComplex("Create Baking Set?", warning + "\n\n" + "Do you want to create a Baking Set instead?", "Yes", "Cancel", "Bake anyway"); if (res == 0) ConvertTempBakingSet(); @@ -1022,7 +1029,7 @@ internal bool PrepareAPVBake() if (AdaptiveProbeVolumes.partialBakeSceneList.Count == activeSet.sceneGUIDs.Count) AdaptiveProbeVolumes.partialBakeSceneList = null; - if (ProbeReferenceVolume.instance.supportLightingScenarios && !activeSet.m_LightingScenarios.Contains(activeSet.lightingScenario) && activeSet.m_LightingScenarios.Count > 0) + if (prv.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. @@ -1030,14 +1037,26 @@ internal bool PrepareAPVBake() { if (AdaptiveProbeVolumes.partialBakeSceneList != null) { - if (EditorUtility.DisplayDialog("Incompatible Layout", "You are partially baking the set with an incompatible cell layout. Proceeding will invalidate all previously bake data.\n\n" + "Do you wish to continue?", "Yes", "No")) + const string warning = "You are partially baking the set with an incompatible cell layout."; + if (Application.isBatchMode) + { + Debug.LogWarning(warning); + return false; + } + if (EditorUtility.DisplayDialog("Incompatible Layout", warning + " Proceeding will invalidate all previously bake data.\n\n" + "Do you wish to continue?", "Yes", "No")) ClearBakedData(); else return false; } - else if (ProbeReferenceVolume.instance.supportLightingScenarios && activeSet.scenarios.Count != (activeSet.scenarios.ContainsKey(activeSet.lightingScenario) ? 1 : 0)) + else if (prv.supportLightingScenarios && activeSet.scenarios.Count != (activeSet.scenarios.ContainsKey(activeSet.lightingScenario) ? 1 : 0)) { - if (EditorUtility.DisplayDialog("Incompatible Layout", "You are baking scenarios with incompatible cell layouts. Proceeding will invalidate all previously bake data.\n\n" + "Do you wish to continue?", "Yes", "No")) + const string warning = "You are baking scenarios with incompatible cell layouts."; + if (Application.isBatchMode) + { + Debug.LogWarning(warning); + return false; + } + if (EditorUtility.DisplayDialog("Incompatible Layout", warning + " Proceeding will invalidate all previously bake data.\n\n" + "Do you wish to continue?", "Yes", "No")) ClearBakedData(); else return false; diff --git a/Packages/com.unity.render-pipelines.core/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs b/Packages/com.unity.render-pipelines.core/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs index 56d25b9aefb..64f375968ff 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs @@ -48,7 +48,14 @@ static SampleDependencyImporter() PackageManagerExtensions.RegisterExtension(new SampleDependencyImporter()); } - const string k_unityPrefixPackage = "com.unity."; + string[] allowedPackageList = + { + "com.unity.render-pipelines.high-definition", + "com.unity.render-pipelines.universal", + "com.unity.shadergraph", + "com.unity.visualeffectgraph" + }; + bool importingTextMeshProEssentialResources = false; PackageInfo m_PackageInfo; @@ -65,16 +72,27 @@ public void OnPackageRemoved(PackageInfo packageInfo) {} /// void IPackageManagerExtension.OnPackageSelectionChange(PackageInfo packageInfo) { - var isUnityPackage = packageInfo != null && packageInfo.name.StartsWith(k_unityPrefixPackage); - - if (isUnityPackage) - { + if (packageInfo == null) + return; + + // Triggers the dependencies import only on specific packages + bool packageFound = false; + foreach (string name in allowedPackageList) + if (name == packageInfo.name) + { + packageFound = true; + break; + } - - - m_PackageInfo = packageInfo; - m_Samples = GetSamples(packageInfo); + if (!packageFound) + return; + + m_PackageInfo = packageInfo; + m_Samples = GetSamples(packageInfo); + // Only trigger the import if the package has samples. + if (m_Samples != null && m_Samples.Count > 0) + { if (TryLoadSampleConfiguration(m_PackageInfo, out m_SampleList)) { SamplePostprocessor.AssetImported += LoadAssetDependencies; diff --git a/Packages/com.unity.render-pipelines.core/Editor/Settings/PropertyDrawers/DefaultVolumeProfileSettingsPropertyDrawer.cs b/Packages/com.unity.render-pipelines.core/Editor/Settings/PropertyDrawers/DefaultVolumeProfileSettingsPropertyDrawer.cs index b030fc73132..bd307155ce0 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Settings/PropertyDrawers/DefaultVolumeProfileSettingsPropertyDrawer.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Settings/PropertyDrawers/DefaultVolumeProfileSettingsPropertyDrawer.cs @@ -8,7 +8,7 @@ namespace UnityEditor.Rendering /// /// Base implementation for drawing Default Volume Profile UI in Graphics Settings. /// - public abstract class DefaultVolumeProfileSettingsPropertyDrawer : PropertyDrawer + public abstract partial class DefaultVolumeProfileSettingsPropertyDrawer : PropertyDrawer { // UUM-77758: Due to how PropertyDrawers are created and cached, there is no way to retrieve them reliably // later. We know that only one DefaultVolumeProfile exists at any given time, so we can access it through @@ -118,7 +118,7 @@ protected void DestroyDefaultVolumeProfileEditor() /// /// Default Volume Profile Settings type /// Render Pipeline type - public abstract class DefaultVolumeProfileSettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu + public abstract class DefaultVolumeProfileSettingsContextMenu2 : IRenderPipelineGraphicsSettingsContextMenu2 where TSetting : class, IDefaultVolumeProfileSettings where TRenderPipeline : RenderPipeline { @@ -127,7 +127,7 @@ public abstract class DefaultVolumeProfileSettingsContextMenu protected abstract string defaultVolumeProfilePath { get; } - void IRenderPipelineGraphicsSettingsContextMenu.PopulateContextMenu(TSetting setting, PropertyDrawer _, ref GenericMenu menu) + void IRenderPipelineGraphicsSettingsContextMenu2.PopulateContextMenu(TSetting setting, SerializedProperty _, ref GenericMenu menu) { bool canCreateNewAsset = RenderPipelineManager.currentPipeline is TRenderPipeline; VolumeProfileUtils.AddVolumeProfileContextMenuItems(ref menu, diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Common/CoreUnsafeUtils.cs b/Packages/com.unity.render-pipelines.core/Runtime/Common/CoreUnsafeUtils.cs index 0d39e81db19..35dbc628075 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Common/CoreUnsafeUtils.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Common/CoreUnsafeUtils.cs @@ -69,12 +69,18 @@ public bool TryPush(string v) } /// - /// Pop an element of the queue. + /// Try to pop an element of the queue. /// /// Output result string. - /// True if an element was succesfuly poped. + /// True if an element was successfully popped. public bool TryPop(out string v) { + if (m_ReadCursor + sizeof(int) >= m_BufferEnd) + { + v = null; + return false; + } + var size = *(int*)m_ReadCursor; if (size != 0) { @@ -84,7 +90,7 @@ public bool TryPop(out string v) return true; } - v = default; + v = null; return false; } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs b/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs index 57f632ddb59..ef5a8c35710 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs @@ -695,8 +695,7 @@ public static class DynamicArrayExtensions } } - // C# SUCKS - // Had to copy paste because it's apparently impossible to pass a sort delegate where T is Comparable, otherwise some boxing happens and allocates... + // A copy/paste because it's apparently impossible to pass a sort delegate where T is Comparable, otherwise some boxing happens and allocates... // So two identical versions of the function, one with delegate but no Comparable and the other with just the comparable. static int Partition(Span data, int left, int right, DynamicArray.SortComparer comparer) where T : new() { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugFrameTiming.cs b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugFrameTiming.cs index 3a48853e585..8f7c7557878 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugFrameTiming.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugFrameTiming.cs @@ -79,7 +79,6 @@ public void RegisterDebugUI(List list) list.Add(new DebugUI.Foldout() { displayName = "Frame Stats", - isHeader = true, opened = true, columnLabels = new string[] { "Avg", "Min", "Max" }, children = @@ -150,7 +149,6 @@ public void RegisterDebugUI(List list) list.Add(new DebugUI.Foldout { displayName = "Bottlenecks", - isHeader = true, children = { #if UNITY_EDITOR 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 1b7c36dc77e..32fc033aa0e 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs @@ -237,7 +237,7 @@ internal static GPUResidentDrawerSettings GetGlobalSettingsFromRPAsset() if (IsForcedOnViaCommandLine()) settings.mode = GPUResidentDrawerMode.InstancedDrawing; - if (IsOcclusionForcedOnViaCommandLine()) + if (IsOcclusionForcedOnViaCommandLine() || ForceOcclusion) settings.enableOcclusionCulling = true; return settings; @@ -247,7 +247,7 @@ internal static GPUResidentDrawerSettings GetGlobalSettingsFromRPAsset() /// Is GRD forced on via the command line via -force-gpuresidentdrawer. Editor only. /// /// true if forced on - private static bool IsForcedOnViaCommandLine() + internal static bool IsForcedOnViaCommandLine() { #if UNITY_EDITOR return s_IsForcedOnViaCommandLine; @@ -260,7 +260,7 @@ private static bool IsForcedOnViaCommandLine() /// Is occlusion culling forced on via the command line via -force-gpuocclusion. Editor only. /// /// true if forced on - private static bool IsOcclusionForcedOnViaCommandLine() + internal static bool IsOcclusionForcedOnViaCommandLine() { #if UNITY_EDITOR return s_IsOcclusionForcedOnViaCommandLine; @@ -270,6 +270,7 @@ private static bool IsOcclusionForcedOnViaCommandLine() } internal static bool MaintainContext { get; set; } = false; + internal static bool ForceOcclusion { get; set; } = false; internal static void Reinitialize() { @@ -572,7 +573,7 @@ private void PostPostLateUpdate() var lodGroupData = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob, noScriptingArray: true); var meshDataSorted = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob, sortByInstanceID: true, noScriptingArray: true); var cameraChanges = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob, noScriptingArray: true); - var materialData = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob); + var materialData = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob, noScriptingArray: true); var rendererData = m_Dispatcher.GetTypeChangesAndClear(Allocator.TempJob, noScriptingArray: true); Profiler.EndSample(); @@ -606,8 +607,8 @@ private void PostPostLateUpdate() ProcessRenderers(rendererData, unsupportedRenderers.AsArray()); Profiler.EndSample(); - Profiler.BeginSample("GPUResidentDrawer.ProcessRendererMaterialChanges"); - ProcessRendererMaterialChanges(rendererData.changedID, supportedChangedMaterials.AsArray(), supportedChangedPackedMaterialDatas.AsArray()); + Profiler.BeginSample("GPUResidentDrawer.ProcessRendererMaterialAndMeshChanges"); + ProcessRendererMaterialAndMeshChanges(rendererData.changedID, supportedChangedMaterials.AsArray(), supportedChangedPackedMaterialDatas.AsArray(), meshDataSorted.changedID); Profiler.EndSample(); lodGroupTransformData.Dispose(); @@ -671,9 +672,9 @@ private void ProcessLODGroups(NativeArray changedID, NativeArray destr m_BatchersContext.TransformLODGroups(transformedID); } - private void ProcessRendererMaterialChanges(NativeArray excludedRenderers, NativeArray changedMaterials, NativeArray changedPackedMaterialDatas) + private void ProcessRendererMaterialAndMeshChanges(NativeArray excludedRenderers, NativeArray changedMaterials, NativeArray changedPackedMaterialDatas, NativeArray changedMeshes) { - if (changedMaterials.Length == 0) + if (changedMaterials.Length == 0 && changedMeshes.Length == 0) return; Profiler.BeginSample("GPUResidentDrawer.GetMaterialsWithChangedPackedMaterial"); @@ -685,7 +686,7 @@ private void ProcessRendererMaterialChanges(NativeArray excludedRenderers, Profiler.EndSample(); - if (filteredMaterials.Count == 0) + if (filteredMaterials.Count == 0 && changedMeshes.Length == 0) { filteredMaterials.Dispose(); updatePackedMaterialCacheJob.Complete(); @@ -695,14 +696,14 @@ private void ProcessRendererMaterialChanges(NativeArray excludedRenderers, var sortedExcludedRenderers = new NativeArray(excludedRenderers, Allocator.TempJob); if (sortedExcludedRenderers.Length > 0) { - Profiler.BeginSample("ProcessRendererMaterialChanges.Sort"); + Profiler.BeginSample("ProcessRendererMaterialAndMeshChanges.Sort"); sortedExcludedRenderers.ParallelSort().Complete(); Profiler.EndSample(); } - Profiler.BeginSample("GPUResidentDrawer.FindRenderersFromMaterials"); + Profiler.BeginSample("GPUResidentDrawer.FindRenderersFromMaterialsOrMeshes"); - NativeList renderersWithChangedMaterials = FindRenderersFromMaterials(sortedExcludedRenderers, filteredMaterials, Allocator.TempJob); + var (renderersWithChangedMaterials, renderersWithChangeMeshes) = FindRenderersFromMaterialsOrMeshes(sortedExcludedRenderers, filteredMaterials, changedMeshes, Allocator.TempJob); filteredMaterials.Dispose(); Profiler.EndSample(); @@ -710,22 +711,33 @@ private void ProcessRendererMaterialChanges(NativeArray excludedRenderers, sortedExcludedRenderers.Dispose(); updatePackedMaterialCacheJob.Complete(); - if (renderersWithChangedMaterials.Length == 0) + if (renderersWithChangedMaterials.Length == 0 && renderersWithChangeMeshes.Length == 0) { renderersWithChangedMaterials.Dispose(); + renderersWithChangeMeshes.Dispose(); return; } Profiler.BeginSample("GPUResidentDrawer.UpdateRenderers"); { - var materialChangedInstances = new NativeArray(renderersWithChangedMaterials.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); - ScheduleQueryRendererGroupInstancesJob(renderersWithChangedMaterials.AsArray(), materialChangedInstances).Complete(); + var changedMaterialsCount = renderersWithChangedMaterials.Length; + var changedMeshesCount = renderersWithChangeMeshes.Length; + var totalCount = changedMaterialsCount + changedMeshesCount; - m_Batcher.DestroyDrawInstances(materialChangedInstances); - materialChangedInstances.Dispose(); + var changedInstances = new NativeArray(totalCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); + var changedRenderers = new NativeArray(totalCount, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); + + NativeArray.Copy(renderersWithChangedMaterials.AsArray(), changedRenderers, changedMaterialsCount); + NativeArray.Copy(renderersWithChangeMeshes.AsArray(), changedRenderers.GetSubArray(changedMaterialsCount, changedMeshesCount), changedMeshesCount); + + ScheduleQueryRendererGroupInstancesJob(changedRenderers, changedInstances).Complete(); + + m_Batcher.DestroyDrawInstances(changedInstances); m_Batcher.UpdateRenderers(renderersWithChangedMaterials.AsArray(), true); + m_Batcher.UpdateRenderers(renderersWithChangeMeshes.AsArray(), false); renderersWithChangedMaterials.Dispose(); + renderersWithChangeMeshes.Dispose(); } Profiler.EndSample(); } @@ -858,41 +870,52 @@ private NativeHashSet GetMaterialsWithChangedPackedMaterial(NativeArray FindRenderersFromMaterials(NativeArray sortedExcludeRenderers, NativeHashSet materials, Allocator rendererListAllocator) + private (NativeList renderersWithMaterials, NativeList renderersWithMeshes) FindRenderersFromMaterialsOrMeshes(NativeArray sortedExcludeRenderers, NativeHashSet materials, NativeArray meshes, Allocator rendererListAllocator) { var sharedInstanceData = m_BatchersContext.sharedInstanceData; - NativeList renderers = new NativeList(sharedInstanceData.rendererGroupIDs.Length, rendererListAllocator); + NativeList renderersWithMaterials = new NativeList(sharedInstanceData.rendererGroupIDs.Length, rendererListAllocator); + NativeList renderersWithMeshes = new NativeList(sharedInstanceData.rendererGroupIDs.Length, rendererListAllocator); - var jobHandle = new FindRenderersFromMaterialJob + var jobHandle = new FindRenderersFromMaterialOrMeshJob { materialIDs = materials.AsReadOnly(), materialIDArrays = sharedInstanceData.materialIDArrays, + meshIDs = meshes.AsReadOnly(), + meshIDArray = sharedInstanceData.meshIDs, rendererGroupIDs = sharedInstanceData.rendererGroupIDs, sortedExcludeRendererIDs = sortedExcludeRenderers.AsReadOnly(), - selectedRenderGroups = renderers.AsParallelWriter(), - }.ScheduleBatch(sharedInstanceData.rendererGroupIDs.Length, FindRenderersFromMaterialJob.k_BatchSize); + selectedRenderGroupsForMaterials = renderersWithMaterials.AsParallelWriter(), + selectedRenderGroupsForMeshes = renderersWithMeshes.AsParallelWriter() + }.ScheduleBatch(sharedInstanceData.rendererGroupIDs.Length, FindRenderersFromMaterialOrMeshJob.k_BatchSize); jobHandle.Complete(); - return renderers; + return (renderersWithMaterials, renderersWithMeshes); } [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] - private unsafe struct FindRenderersFromMaterialJob : IJobParallelForBatch + private unsafe struct FindRenderersFromMaterialOrMeshJob : IJobParallelForBatch { public const int k_BatchSize = 128; [ReadOnly] public NativeHashSet.ReadOnly materialIDs; [ReadOnly] public NativeArray.ReadOnly materialIDArrays; + [ReadOnly] public NativeArray.ReadOnly meshIDs; + [ReadOnly] public NativeArray.ReadOnly meshIDArray; [ReadOnly] public NativeArray.ReadOnly rendererGroupIDs; [ReadOnly] public NativeArray.ReadOnly sortedExcludeRendererIDs; - [WriteOnly] public NativeList.ParallelWriter selectedRenderGroups; + [WriteOnly] public NativeList.ParallelWriter selectedRenderGroupsForMaterials; + [WriteOnly] public NativeList.ParallelWriter selectedRenderGroupsForMeshes; public void Execute(int startIndex, int count) { - int* renderersToAddPtr = stackalloc int[k_BatchSize]; - var renderersToAdd = new UnsafeList(renderersToAddPtr, k_BatchSize); - renderersToAdd.Length = 0; + int* renderersToAddForMaterialsPtr = stackalloc int[k_BatchSize]; + var renderersToAddForMaterials = new UnsafeList(renderersToAddForMaterialsPtr, k_BatchSize); + renderersToAddForMaterials.Length = 0; + + int* renderersToAddForMeshesPtr = stackalloc int[k_BatchSize]; + var renderersToAddForMeshes = new UnsafeList(renderersToAddForMeshesPtr, k_BatchSize); + renderersToAddForMeshes.Length = 0; for (int index = 0; index < count; index++) { @@ -903,20 +926,33 @@ public void Execute(int startIndex, int count) 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)) + var meshID = meshIDArray[rendererIndex]; + if (meshIDs.Contains(meshID)) + { + renderersToAddForMeshes.AddNoResize(rendererID); + // We can skip the material check if we found a mesh match since at this point + // the renderer is already added and will be processed by the mesh branch + continue; + } + } + { + var rendererMaterials = materialIDArrays[rendererIndex]; + + for (int materialIndex = 0; materialIndex < rendererMaterials.Length; materialIndex++) { - renderersToAdd.AddNoResize(rendererID); - break; + var materialID = rendererMaterials[materialIndex]; + if (materialIDs.Contains(materialID)) + { + renderersToAddForMaterials.AddNoResize(rendererID); + break; + } } } } - selectedRenderGroups.AddRangeNoResize(renderersToAddPtr, renderersToAdd.Length); + selectedRenderGroupsForMaterials.AddRangeNoResize(renderersToAddForMaterialsPtr, renderersToAddForMaterials.Length); + selectedRenderGroupsForMeshes.AddRangeNoResize(renderersToAddForMeshesPtr, renderersToAddForMeshes.Length); } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeBrickPool.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeBrickPool.cs index 3a3ef283152..e6e254f5446 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeBrickPool.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeBrickPool.cs @@ -281,6 +281,7 @@ internal bool Allocate(int numberOfBrickChunks, List outAllocat if (!ignoreErrorLog) Debug.LogError("Cannot allocate more brick chunks, probe volume brick pool is full."); + Deallocate(outAllocations); outAllocations.Clear(); return false; // failure case, pool is full } 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 b3b2882ab6e..71906191fb2 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 @@ -1078,6 +1078,11 @@ public void SetVertexSamplingEnabled(bool value) m_VertexSampling = value; } + internal void ForceMemoryBudget(ProbeVolumeTextureMemoryBudget budget) + { + m_MemoryBudget = budget; + } + // This is used for steps such as dilation that require the maximum order allowed to be loaded at all times. Should really never be used as a general purpose function. internal void ForceSHBand(ProbeVolumeSHBands shBands) { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs index b23c7e8d2f2..86824d15346 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs @@ -151,8 +151,8 @@ void BuildGraph() if (inputPass.type == RenderGraphPassType.Legacy) { throw new Exception("Pass '" + inputPass.name + "' is using the legacy rendergraph API." + - " You cannot use legacy passes with the native render pass compiler." + - " Please do not use AddPass on the rendergraph but use one of the more specific pass types such as AddRasterRenderPass"); + " You cannot use legacy passes with the Native Render Pass Compiler." + + " The APIs that are compatible with the Native Render Pass Compiler are AddUnsafePass, AddComputePass and AddRasterRenderPass."); } #endif 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 8ac51762651..83e1850f552 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs @@ -592,7 +592,7 @@ internal void ForceCleanup() nativeCompiler?.Cleanup(); m_CompilationCache?.Clear(); - + DelegateHashCodeUtils.ClearCache(); } @@ -1165,6 +1165,17 @@ void CheckNotUsedWhenRecordingPass() throw new InvalidOperationException(RenderGraphExceptionMessages.GetExceptionMessage(RenderGraphState.RecordingPass)); } + [Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")] + void CheckNotUsingNativeRenderPassCompiler() + { + if (enableValidityChecks && nativeRenderPassesEnabled) + { + throw new InvalidOperationException( + "`AddRenderPass` is not compatible with the Native Render Pass Compiler. It is meant to be used with the HDRP Compiler. " + + "The APIs that are compatible with the Native Render Pass Compiler are AddUnsafePass, AddComputePass and AddRasterRenderPass."); + } + } + [Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")] void CheckNotUsedWhenActive() { @@ -1368,11 +1379,12 @@ public RenderGraphBuilder AddRenderPass(string passName, out PassData [CallerLineNumber] int line = 0) where PassData : class, new() #endif { + CheckNotUsingNativeRenderPassCompiler(); CheckNotUsedWhenRecordingPass(); m_RenderGraphState = RenderGraphState.RecordingPass; - var renderPass = m_RenderGraphPool.Get>(); + var renderPass = m_RenderGraphPool.Get>(); renderPass.Initialize(m_RenderPasses.Count, m_RenderGraphPool.Get(), passName, RenderGraphPassType.Legacy, sampler); renderPass.AllowGlobalState(true);// Old pass types allow global state by default as HDRP relies on it diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/API/GLCore.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/API/GLCore.hlsl index 0bac51c3d30..6aceffba52e 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/API/GLCore.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/API/GLCore.hlsl @@ -60,17 +60,15 @@ #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) -#if SHADER_AVAILABLE_RANDOMWRITE #define TYPED_TEXTURE2D(type, textureName) Texture2D textureName #define TYPED_TEXTURE2D_ARRAY(type, textureName) Texture2DArray textureName #define TYPED_TEXTURE3D(type, textureName) Texture3D textureName + +#if SHADER_AVAILABLE_RANDOMWRITE #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName #else -#define TYPED_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(TypedTexture2D) -#define TYPED_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(TypedTexture2DArray) -#define TYPED_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(TypedTexture3D) #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/API/GLES3.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/API/GLES3.hlsl index 9dacf8d91c3..cf6760e181b 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/API/GLES3.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/API/GLES3.hlsl @@ -81,17 +81,15 @@ #define TEXTURECUBE_SHADOW(textureName) TEXTURECUBE(textureName) #define TEXTURECUBE_ARRAY_SHADOW(textureName) TEXTURECUBE_ARRAY(textureName) -#if SHADER_AVAILABLE_RANDOMWRITE #define TYPED_TEXTURE2D(type, textureName) Texture2D textureName #define TYPED_TEXTURE2D_ARRAY(type, textureName) Texture2DArray textureName #define TYPED_TEXTURE3D(type, textureName) Texture3D textureName + +#if SHADER_AVAILABLE_RANDOMWRITE #define RW_TEXTURE2D(type, textureName) RWTexture2D textureName #define RW_TEXTURE2D_ARRAY(type, textureName) RWTexture2DArray textureName #define RW_TEXTURE3D(type, textureName) RWTexture3D textureName #else -#define TYPED_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(TypedTexture2D) -#define TYPED_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(TypedTexture2DArray) -#define TYPED_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(TypedTexture3D) #define RW_TEXTURE2D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2D) #define RW_TEXTURE2D_ARRAY(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture2DArray) #define RW_TEXTURE3D(type, textureName) ERROR_ON_UNSUPPORTED_FUNCTION(RWTexture3D) diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl index f42b1699501..cfd5cb2fee5 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl @@ -377,8 +377,8 @@ // Renderpass inputs: General fallback paths #define FRAMEBUFFER_INPUT_FLOAT(idx) TEXTURE2D_FLOAT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize #define FRAMEBUFFER_INPUT_HALF(idx) TEXTURE2D_HALF(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize - #define FRAMEBUFFER_INPUT_INT(idx) TEXTURE2D_INT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize - #define FRAMEBUFFER_INPUT_UINT(idx) TEXTURE2D_UINT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize + #define FRAMEBUFFER_INPUT_INT(idx) TYPED_TEXTURE2D(int4, _UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize + #define FRAMEBUFFER_INPUT_UINT(idx) TYPED_TEXTURE2D(uint4, _UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize #define LOAD_FRAMEBUFFER_INPUT(idx, v2fvertexname) _UnityFBInput##idx.Load(uint3(v2fvertexname.xy, 0)) diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/SphericalHarmonics.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/SphericalHarmonics.hlsl index 88eda82a1c6..8c4dfa17d67 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/SphericalHarmonics.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/SphericalHarmonics.hlsl @@ -19,6 +19,7 @@ static const float kSHBasisCoef[] = { kSHBasis0, -kSHBasis1, kSHBasis1, -kSHBasi #define kClampedCosine0 (1.0f) #define kClampedCosine1 (2.0f / 3.0f) #define kClampedCosine2 (1.0f / 4.0f) +#define kInvClampedCosine1 (3.0f / 2.0f) static const float kClampedCosineCoefs[] = { kClampedCosine0, kClampedCosine1, kClampedCosine1, kClampedCosine1, kClampedCosine2, kClampedCosine2, kClampedCosine2, kClampedCosine2, kClampedCosine2 }; diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl index 5200189db2d..00635d88764 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl @@ -60,9 +60,6 @@ #define TEXTURE2D_X_ARGS TEXTURE2D_ARRAY_ARGS #define TEXTURE2D_X_HALF TEXTURE2D_ARRAY_HALF #define TEXTURE2D_X_FLOAT TEXTURE2D_ARRAY_FLOAT - #define TEXTURE2D_X_UINT(textureName) Texture2DArray textureName - #define TEXTURE2D_X_UINT2(textureName) Texture2DArray textureName - #define TEXTURE2D_X_UINT4(textureName) Texture2DArray textureName //Using explicit sample count of 1 to force DXC to actually reflect the texture as MS. The actual count appears to be irrelevant and any 2D MS texture array should bind to it #define TEXTURE2D_X_MSAA(type, textureName) Texture2DMSArray textureName @@ -89,9 +86,6 @@ #define TEXTURE2D_X_ARGS TEXTURE2D_ARGS #define TEXTURE2D_X_HALF TEXTURE2D_HALF #define TEXTURE2D_X_FLOAT TEXTURE2D_FLOAT - #define TEXTURE2D_X_UINT(textureName) Texture2D textureName - #define TEXTURE2D_X_UINT2(textureName) Texture2D textureName - #define TEXTURE2D_X_UINT4(textureName) Texture2D textureName //Using explicit sample count of 1 to force DXC to actually reflect the texture as MS. The actual count appears to be irrelevant and any 2D MS texture should bind to it #define TEXTURE2D_X_MSAA(type, textureName) Texture2DMS textureName @@ -201,8 +195,8 @@ // Use regular texture loads as a fallback these can be either 2d or array depending on the TEXTURE2D_X (USE_TEXTURE2D_X_AS_ARRAY) macros #define FRAMEBUFFER_INPUT_X_HALF(idx) TEXTURE2D_X_HALF(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize #define FRAMEBUFFER_INPUT_X_FLOAT(idx) TEXTURE2D_X_FLOAT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize -#define FRAMEBUFFER_INPUT_X_INT(idx) TEXTURE2D_X_INT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize -#define FRAMEBUFFER_INPUT_X_UINT(idx) TEXTURE2D_X_UINT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize +#define FRAMEBUFFER_INPUT_X_INT(idx) TYPED_TEXTURE2D_X(int4, _UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize +#define FRAMEBUFFER_INPUT_X_UINT(idx) TYPED_TEXTURE2D_X(uint4, _UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize #define LOAD_FRAMEBUFFER_INPUT_X(idx, v2fvertexname) LOAD_TEXTURE2D_X(_UnityFBInput##idx,v2fvertexname.xy) #define FRAMEBUFFER_INPUT_X_FLOAT_MS(idx) TEXTURE2D_X_MSAA(float4, _UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/CopyDepthToBuffer.compute b/Packages/com.unity.render-pipelines.core/Tests/Editor/CopyDepthToBuffer.compute new file mode 100644 index 00000000000..4b6808536d8 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/CopyDepthToBuffer.compute @@ -0,0 +1,20 @@ +#pragma kernel CSMain + +RWStructuredBuffer resultBuffer; +Texture2D _DepthTexture; // Depth Texture Array + +[numthreads(1, 1, 1)] +void CSMain(uint3 id : SV_DispatchThreadID) +{ + // 2D pixel coordinates within the 4x4 texture + int2 pixelCoord = int2(id.xy); + + // Load depth value from the texture array (layer 0, mip level 0) + float depth = _DepthTexture.Load(int3(pixelCoord, 0)); + + // Flatten 2D pixel coordinates (x, y) into a 1D index for resultBuffer + int index = pixelCoord.y * 4 + pixelCoord.x; + + // Write the depth value to the structured buffer + resultBuffer[index] = depth; +} diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/CopyDepthToBuffer.compute.meta b/Packages/com.unity.render-pipelines.core/Tests/Editor/CopyDepthToBuffer.compute.meta new file mode 100644 index 00000000000..26b5255fded --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/CopyDepthToBuffer.compute.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6666e5f03ff07054dbb7a7ac6e6aaee0 +ComputeShaderImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/FixedBufferStringQueueTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/FixedBufferStringQueueTests.cs index 5064885e0f1..94ca1e77b23 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/FixedBufferStringQueueTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/FixedBufferStringQueueTests.cs @@ -36,6 +36,31 @@ public void PushAndPopOutOfBufferRange() Assert.False(buffer.TryPush("amet, consectetur adipiscing")); Assert.AreEqual(1, buffer.Count); + + Assert.True(buffer.TryPop(out string v) && v == "Lorem ipsum dolor sit"); + Assert.False(buffer.TryPop(out v) && v == null); + } + + [Test] + public void PushAndPopOutOfBufferRange_StringSizeNotDivisibleBy4() + { + // UUM-104687: Buffer is created with size of 32 bytes. The test fills the first 30 bytes with a string, + // so 2 bytes are left over in the buffer. After we pop the string out, we check that the next TryPop + // doesn't try to read out of bounds when trying to read the string length. + + const int bufferLength = 32; + const int bytesToFill = bufferLength - 2; + const int bytesForString = bytesToFill - sizeof(int); + const int numCharacters = bytesForString / sizeof(char); + + string testValue = new string('a', numCharacters); + + byte* bufferStart = stackalloc byte[bufferLength]; + CoreUnsafeUtils.FixedBufferStringQueue buffer = new CoreUnsafeUtils.FixedBufferStringQueue(bufferStart, bufferLength); + + Assume.That(buffer.TryPush(testValue)); + Assume.That(buffer.TryPop(out string v)); + Assert.False(buffer.TryPop(out v)); } [Test] @@ -58,5 +83,6 @@ public void PushAndPopAndClear() Assert.True(buffer.TryPop(out string v) && v == "elit, sed do eiusmod"); Assert.True(buffer.TryPop(out v) && v == "tempor incididunt ut labore"); } + } } diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraph.ComputeGraphHash.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraph.ComputeGraphHash.cs index 2173abae891..adc3d8d66df 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraph.ComputeGraphHash.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraph.ComputeGraphHash.cs @@ -8,32 +8,32 @@ partial class RenderGraphTests { class RegularMethodInRegularClass { - public void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) + public void RenderFunc(RenderGraphTestPassData data, RasterGraphContext context) { } } static class StaticMethodInsideStaticClass { - public static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) + public static void RenderFunc(RenderGraphTestPassData data, RasterGraphContext context) { } } class StaticMethodInsideRegularClass { - public static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) + public static void RenderFunc(RenderGraphTestPassData data, RasterGraphContext context) { } - public static void RenderFunc2(RenderGraphTestPassData data, RenderGraphContext context) + public static void RenderFunc2(RenderGraphTestPassData data, UnsafeGraphContext context) { } } class StaticMethodInsideRegularClass2 { - public static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) + public static void RenderFunc(RenderGraphTestPassData data, UnsafeGraphContext context) { } } @@ -49,47 +49,47 @@ public void ComputeGraphHash_WhenCalledMultipleTimes_CacheForDelegatesIsNotGrowi { //Method of the class instance TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass0", out var passData)) { - builder.UseColorBuffer(texture0, 0); + builder.SetRenderAttachment(texture0, 0, AccessFlags.Write); var firstInstance = new RegularMethodInRegularClass(); builder.SetRenderFunc(firstInstance.RenderFunc); } //Static method of the static class TextureHandle texture1 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass1", out var passData)) { - builder.UseColorBuffer(texture1, 0); + builder.SetRenderAttachment(texture1, 0, AccessFlags.Write); builder.SetRenderFunc(StaticMethodInsideStaticClass.RenderFunc); } //Lambdas with captured variable TextureHandle texture2 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - using (var builder = m_RenderGraph.AddRenderPass("TestPass2", out var passData)) + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass2", out var passData)) { - builder.UseColorBuffer(texture2, 0); + builder.SetRenderAttachment(texture2, 0, AccessFlags.Write); builder.SetRenderFunc((data, context) => { Debug.Log(texture2.GetHashCode()); }); } //Local method with captured variable TextureHandle texture3 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - using (var builder = m_RenderGraph.AddRenderPass("TestPass3", out var passData)) + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass3", out var passData)) { - builder.UseColorBuffer(texture3, 0); + builder.SetRenderAttachment(texture3, 0, AccessFlags.Write); builder.SetRenderFunc(LocalMethod); } - void LocalMethod(RenderGraphTestPassData data, RenderGraphContext renderGraphContext) + void LocalMethod(RenderGraphTestPassData data, RasterGraphContext renderGraphContext) { Debug.Log(texture3.GetHashCode()); } //Static method of the regular class TextureHandle texture4 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - using (var builder = m_RenderGraph.AddRenderPass("TestPass4", out var passData)) + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass4", out var passData)) { - builder.UseColorBuffer(texture4, 0); + builder.SetRenderAttachment(texture4, 0, AccessFlags.Write); builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc); } @@ -123,7 +123,7 @@ public void ComputeGraphHash_WhenDifferentObjectsUsed_HashcodeIsDifferent() void RecordRenderGraph(RenderGraph renderGraph, RegularMethodInRegularClass instance) { - using var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData); + using var builder = m_RenderGraph.AddRasterRenderPass("TestPass0", out var passData); builder.SetRenderFunc(instance.RenderFunc); } } @@ -131,13 +131,13 @@ void RecordRenderGraph(RenderGraph renderGraph, RegularMethodInRegularClass inst [Test] public void ComputeGraphHash_WhenDifferentStaticMethodsWithTheSameNameUsed_HashcodeIsDifferent() { - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass0", out var passData)) builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc); var hash0 = m_RenderGraph.ComputeGraphHash(); ClearCompiledGraphAndHash(); - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) builder.SetRenderFunc(StaticMethodInsideRegularClass2.RenderFunc); var hash1 = m_RenderGraph.ComputeGraphHash(); @@ -149,26 +149,26 @@ public void ComputeGraphHash_WhenDifferentStaticMethodsWithTheSameNameUsed_Hashc [Test] public void ComputeGraphHash_WhenManyDifferentPassesUsed_HashcodeIsDifferent() { - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { } - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass1", out var passData)) { } - using (var builder = m_RenderGraph.AddRenderPass("TestPass2", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass2", out var passData)) { } var hash0 = m_RenderGraph.ComputeGraphHash(); ClearCompiledGraphAndHash(); - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { } - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass1", out var passData)) { } @@ -218,8 +218,8 @@ public void ComputeGraphHash_WithTextureParameters(TextureDesc first, TextureDes void RecordRenderGraph(RenderGraph renderGraph, TextureDesc desc) { var texture0 = renderGraph.CreateTexture(desc); - using var builder = renderGraph.AddRenderPass("TestPass0", out var passData); - builder.UseColorBuffer(texture0, 0); + using var builder = renderGraph.AddRasterRenderPass("TestPass0", out var passData); + builder.SetRenderAttachment(texture0, 0, AccessFlags.Write); } } @@ -228,13 +228,13 @@ void RecordRenderGraph(RenderGraph renderGraph, TextureDesc desc) [Test] public void ComputeGraphHash_WhenUsedLambdasDiffer_HashcodeIsDifferent() { - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) builder.SetRenderFunc((_, _) => { }); var hash0 = m_RenderGraph.ComputeGraphHash(); ClearCompiledGraphAndHash(); - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) builder.SetRenderFunc((_, _) => { }); var hash1 = m_RenderGraph.ComputeGraphHash(); @@ -246,13 +246,13 @@ public void ComputeGraphHash_WhenUsedLambdasDiffer_HashcodeIsDifferent() [Test] public void ComputeGraphHash_WhenUsedStaticMethodsDiffer_HashcodeIsDifferent() { - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass0", out var passData)) builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc); var hash0 = m_RenderGraph.ComputeGraphHash(); ClearCompiledGraphAndHash(); - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc2); var hash1 = m_RenderGraph.ComputeGraphHash(); @@ -276,15 +276,15 @@ public void ComputeGraphHashForTheSameSetup_WhenSamePassesUsed_HashcodeIsSame() void RecordRenderGraph(RenderGraph renderGraph) { - using (var builder = renderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass0", out var passData)) { } - using (var builder = renderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass1", out var passData)) { } - using (var builder = renderGraph.AddRenderPass("TestPass2", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass2", out var passData)) { } } @@ -293,12 +293,12 @@ void RecordRenderGraph(RenderGraph renderGraph) [Test] public void ComputeGraphHashForTheSameSetup_WhenStaticsInStaticClassUsed_HashcodeIsSame() { - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass0", out var passData)) builder.SetRenderFunc(StaticMethodInsideStaticClass.RenderFunc); var hash0 = m_RenderGraph.ComputeGraphHash(); ClearCompiledGraphAndHash(); - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass0", out var passData)) builder.SetRenderFunc(StaticMethodInsideStaticClass.RenderFunc); var hash1 = m_RenderGraph.ComputeGraphHash(); ClearCompiledGraphAndHash(); @@ -309,12 +309,12 @@ public void ComputeGraphHashForTheSameSetup_WhenStaticsInStaticClassUsed_Hashcod [Test] public void ComputeGraphHashForTheSameSetup_WhenStaticsInRegularClassUsed_HashcodeIsSame() { - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass0", out var passData)) builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc); var hash0 = m_RenderGraph.ComputeGraphHash(); ClearCompiledGraphAndHash(); - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass0", out var passData)) builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc); var hash1 = m_RenderGraph.ComputeGraphHash(); ClearCompiledGraphAndHash(); @@ -339,13 +339,13 @@ public void ComputeGraphHashForTheSameSetup_WhenLambdasUsed_HashcodeIsSame() static void RecordRenderGraph(RenderGraph renderGraph) { - using (var builder = renderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass0", out var passData)) builder.SetRenderFunc((p, c) => { }); - using (var builder = renderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass1", out var passData)) builder.SetRenderFunc((p, c) => { }); - using (var builder = renderGraph.AddRenderPass("TestPass2", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass2", out var passData)) builder.SetRenderFunc((p, c) => { }); } } @@ -369,7 +369,7 @@ public void ComputeGraphHashForTheSameSetup_WhenLambdasWithCapturedVariablesUsed void RecordRenderGraph(RenderGraph renderGraph, TextureHandle handle) { - using var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData); + using var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData); builder.SetRenderFunc((data, context) => { if (!handle.IsValid()) @@ -395,17 +395,17 @@ public void ComputeGraphHashForTheSameSetup_WhenLocalMethodsUsed_HashcodeIsSame( void RecordRenderGraph(RenderGraph renderGraph) { - using (var builder = renderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass0", out var passData)) builder.SetRenderFunc(LocalRenderFunc); - using (var builder = renderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass1", out var passData)) builder.SetRenderFunc(LocalRenderFunc); - using (var builder = renderGraph.AddRenderPass("TestPass2", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass2", out var passData)) builder.SetRenderFunc(LocalRenderFunc); } - void LocalRenderFunc(RenderGraphTestPassData data, RenderGraphContext renderGraphContext) + void LocalRenderFunc(RenderGraphTestPassData data, UnsafeGraphContext renderGraphContext) { } } @@ -428,18 +428,18 @@ public void ComputeGraphHashForTheSameSetup_WhenLocalMethodsWithCapturedVariable void RecordRenderGraph(RenderGraph renderGraph) { var outerScopeVariable = "1"; - using (var builder = renderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass0", out var passData)) builder.SetRenderFunc(LocalRenderFunc); outerScopeVariable = "2"; - using (var builder = renderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass1", out var passData)) builder.SetRenderFunc(LocalRenderFunc); outerScopeVariable = "3"; - using (var builder = renderGraph.AddRenderPass("TestPass2", out var passData)) + using (var builder = renderGraph.AddUnsafePass("TestPass2", out var passData)) builder.SetRenderFunc(LocalRenderFunc); - void LocalRenderFunc(RenderGraphTestPassData data, RenderGraphContext renderGraphContext) + void LocalRenderFunc(RenderGraphTestPassData data, UnsafeGraphContext renderGraphContext) => Debug.Log(outerScopeVariable); } } 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 bdeae2c97d0..7e9e0af6d2c 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs @@ -208,10 +208,10 @@ class RenderGraphTestPassData [Test] public void WriteToBackBufferNotCulled() { - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -225,10 +225,14 @@ public void WriteToBackBufferNotCulled() [Test] public void NoWriteToBackBufferCulled() { - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { - builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture( + m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) + { + colorFormat = GraphicsFormat.R8G8B8A8_UNorm + }), AccessFlags.WriteAll); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -242,10 +246,10 @@ public void NoWriteToBackBufferCulled() [Test] public void WriteToImportedTextureNotCulled() { - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { - builder.WriteTexture(m_RenderGraph.ImportTexture(null)); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(m_RenderGraph.ImportTexture(null), AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -258,10 +262,10 @@ public void WriteToImportedTextureNotCulled() [Test] public void WriteToImportedComputeBufferNotCulled() { - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { - builder.WriteBuffer(m_RenderGraph.ImportBuffer(null)); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseBuffer(m_RenderGraph.ImportBuffer(null), AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -275,36 +279,36 @@ public void WriteToImportedComputeBufferNotCulled() public void PassWriteResourcePartialNotReadAfterNotCulled() { // If a pass writes to a resource that is not unused globally by the graph but not read ever AFTER the pass then the pass should be culled unless it writes to another used resource. - TextureHandle texture0; - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { - texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture0, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } - TextureHandle texture1; - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + TextureHandle texture1 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + using (var builder = m_RenderGraph.AddUnsafePass("TestPass1", out var passData)) { - builder.ReadTexture(texture0); - texture1 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture0, AccessFlags.Read); + builder.UseTexture(texture1, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } // This pass writes to texture0 which is used so will not be culled out. // Since texture0 is never read after this pass, we should decrement refCount for this pass and potentially cull it. // However, it also writes to texture1 which is used in the last pass so we mustn't cull it. - using (var builder = m_RenderGraph.AddRenderPass("TestPass2", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass2", out var passData)) { - builder.WriteTexture(texture0); - builder.WriteTexture(texture1); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture0, AccessFlags.Write); + builder.UseTexture(texture1, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } - using (var builder = m_RenderGraph.AddRenderPass("TestPass3", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass3", out var passData)) { - builder.ReadTexture(texture1); - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture1, AccessFlags.Read); + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); // Needed for the passes to not be culled + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -321,10 +325,10 @@ public void PassWriteResourcePartialNotReadAfterNotCulled() public void PassDisallowCullingNotCulled() { // This pass does nothing so should be culled but we explicitly disallow it. - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { builder.AllowPassCulling(false); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -338,19 +342,25 @@ public void PassDisallowCullingNotCulled() [Test] public void PartialUnusedProductNotCulled() { - TextureHandle texture; - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) - { - texture = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); - builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + TextureHandle texture = + m_RenderGraph.CreateTexture( + new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) + { + builder.UseTexture(texture, AccessFlags.Write); + builder.UseTexture( + m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) + { + colorFormat = GraphicsFormat.R8G8B8A8_UNorm + }), AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass1", out var passData)) { - builder.ReadTexture(texture); - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture, AccessFlags.Read); + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -365,27 +375,29 @@ public void PartialUnusedProductNotCulled() [Test] public void SimpleCreateReleaseTexture() { - TextureHandle texture; - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + TextureHandle texture = + m_RenderGraph.CreateTexture( + new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { - texture = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } // Add dummy passes for (int i = 0; i < 2; ++i) { - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass1", out var passData)) { - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } } - using (var builder = m_RenderGraph.AddRenderPass("TestPass2", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass2", out var passData)) { - builder.ReadTexture(texture); - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture, AccessFlags.Read); + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); // Needed for the passes to not be culled + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -402,17 +414,17 @@ public void UseTransientOutsidePassRaiseException() Assert.Catch(() => { TextureHandle texture; - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { texture = builder.CreateTransientTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass1", out var passData)) { - builder.ReadTexture(texture); // This is illegal (transient resource was created in previous pass) - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture, AccessFlags.Read); // This is illegal (transient resource was created in previous pass) + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); // Needed for the passes to not be culled + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -423,11 +435,11 @@ public void UseTransientOutsidePassRaiseException() public void TransientCreateReleaseInSamePass() { TextureHandle texture; - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { texture = builder.CreateTransientTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); // Needed for the passes to not be culled + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -443,61 +455,68 @@ public void TransientCreateReleaseInSamePass() [Test] public void AsyncPassReleaseTextureOnGraphicsPipe() { - TextureHandle texture0; - TextureHandle texture1; - TextureHandle texture2; - TextureHandle texture3; + TextureHandle texture0 = + m_RenderGraph.CreateTexture( + new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + TextureHandle texture1 = + m_RenderGraph.CreateTexture( + new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + TextureHandle texture2; // transient texture + TextureHandle texture3 = + m_RenderGraph.CreateTexture( + new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + // First pass creates and writes two textures. - using (var builder = m_RenderGraph.AddRenderPass("Async_TestPass0", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("Async_TestPass0", out var passData)) { - texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); - texture1 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); + builder.UseTexture(texture0, AccessFlags.Write); + builder.UseTexture(texture1, AccessFlags.Write); builder.EnableAsyncCompute(true); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } // Second pass creates a transient texture => Create/Release should happen in this pass but we want to delay the release until the first graphics pipe pass that sync with async queue. - using (var builder = m_RenderGraph.AddRenderPass("Async_TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("Async_TestPass1", out var passData)) { texture2 = builder.CreateTransientTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - builder.WriteTexture(texture0); + builder.UseTexture(texture0, AccessFlags.Write); builder.EnableAsyncCompute(true); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } // This pass is the last to read texture0 => Release should happen in this pass but we want to delay the release until the first graphics pipe pass that sync with async queue. - using (var builder = m_RenderGraph.AddRenderPass("Async_TestPass2", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("Async_TestPass2", out var passData)) { - texture0 = builder.ReadTexture(texture0); - builder.WriteTexture(texture1); + builder.UseTexture(texture0, AccessFlags.Read); + builder.UseTexture(texture1, AccessFlags.Write); builder.EnableAsyncCompute(true); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } // Just here to add "padding" to the number of passes to ensure resources are not released right at the first sync pass. - using (var builder = m_RenderGraph.AddRenderPass("TestPass3", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass3", out var passData)) { - texture3 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); + builder.UseTexture(texture3, AccessFlags.Write); builder.EnableAsyncCompute(false); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } // Pass prior to synchronization should be where textures are released. - using (var builder = m_RenderGraph.AddRenderPass("TestPass4", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass4", out var passData)) { - builder.WriteTexture(texture3); + builder.UseTexture(texture3, AccessFlags.Write); builder.EnableAsyncCompute(false); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } // Graphics pass that reads texture1. This will request a sync with compute pipe. The previous pass should be the one releasing async textures. - using (var builder = m_RenderGraph.AddRenderPass("TestPass5", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass5", out var passData)) { - builder.ReadTexture(texture1); - builder.ReadTexture(texture3); - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled + builder.UseTexture(texture1, AccessFlags.Read); + builder.UseTexture(texture3, AccessFlags.Read); + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); // Needed for the passes to not be culled builder.EnableAsyncCompute(false); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -511,27 +530,29 @@ public void AsyncPassReleaseTextureOnGraphicsPipe() [Test] public void TransientResourceNotCulled() { - TextureHandle texture0; - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + TextureHandle texture0 = + m_RenderGraph.CreateTexture( + new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { - texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture0, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass1", out var passData)) { builder.CreateTransientTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - builder.WriteTexture(texture0); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture0, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } // Graphics pass that reads texture1. This will request a sync with compute pipe. The previous pass should be the one releasing async textures. - using (var builder = m_RenderGraph.AddRenderPass("TestPass5", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass5", out var passData)) { - builder.ReadTexture(texture0); - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled + builder.UseTexture(texture0, AccessFlags.Read); + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); // Needed for the passes to not be culled builder.EnableAsyncCompute(false); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -544,25 +565,27 @@ public void TransientResourceNotCulled() [Test] public void AsyncPassWriteWaitOnGraphicsPipe() { - TextureHandle texture0; - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + TextureHandle texture0 = + m_RenderGraph.CreateTexture( + new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { - texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture0, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } - using (var builder = m_RenderGraph.AddRenderPass("Async_TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("Async_TestPass1", out var passData)) { - texture0 = builder.WriteTexture(texture0); + builder.UseTexture(texture0, AccessFlags.Write); builder.EnableAsyncCompute(true); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } - using (var builder = m_RenderGraph.AddRenderPass("TestPass2", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass2", out var passData)) { - builder.ReadTexture(texture0); - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture0, AccessFlags.Read); + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); // Needed for the passes to not be culled + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -576,27 +599,32 @@ public void AsyncPassWriteWaitOnGraphicsPipe() [Test] public void AsyncPassReadWaitOnGraphicsPipe() { - TextureHandle texture0; - TextureHandle texture1; - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + TextureHandle texture0 = + m_RenderGraph.CreateTexture( + new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + TextureHandle texture1 = + m_RenderGraph.CreateTexture( + new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + + using (var builder = m_RenderGraph.AddUnsafePass("TestPass0", out var passData)) { - texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture0, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } - using (var builder = m_RenderGraph.AddRenderPass("Async_TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("Async_TestPass1", out var passData)) { - builder.ReadTexture(texture0); - texture1 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); + builder.UseTexture(texture0, AccessFlags.Read); + builder.UseTexture(texture1, AccessFlags.Write); builder.EnableAsyncCompute(true); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } - using (var builder = m_RenderGraph.AddRenderPass("TestPass2", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass2", out var passData)) { - builder.ReadTexture(texture1); - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture1, AccessFlags.Read); + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); // Needed for the passes to not be culled + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -610,27 +638,30 @@ public void AsyncPassReadWaitOnGraphicsPipe() [Test] public void GraphicsPassWriteWaitOnAsyncPipe() { - TextureHandle texture0; - using (var builder = m_RenderGraph.AddRenderPass("Async_TestPass0", out var passData)) + TextureHandle texture0 = + m_RenderGraph.CreateTexture( + new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + + using (var builder = m_RenderGraph.AddUnsafePass("Async_TestPass0", out var passData)) { - texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); + builder.UseTexture(texture0, AccessFlags.Write); builder.EnableAsyncCompute(true); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } // This pass should sync with the "Async_TestPass0" - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass1", out var passData)) { - texture0 = builder.WriteTexture(texture0); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture0, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } // Read result and output to backbuffer to avoid culling passes. - using (var builder = m_RenderGraph.AddRenderPass("TestPass2", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass2", out var passData)) { - builder.ReadTexture(texture0); - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture0, AccessFlags.Read); + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); // Needed for the passes to not be culled + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -643,19 +674,22 @@ public void GraphicsPassWriteWaitOnAsyncPipe() [Test] public void GraphicsPassReadWaitOnAsyncPipe() { - TextureHandle texture0; - using (var builder = m_RenderGraph.AddRenderPass("Async_TestPass0", out var passData)) + TextureHandle texture0 = + m_RenderGraph.CreateTexture( + new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + + using (var builder = m_RenderGraph.AddUnsafePass("Async_TestPass0", out var passData)) { - texture0 = builder.WriteTexture(m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm })); + builder.UseTexture(texture0, AccessFlags.Write); builder.EnableAsyncCompute(true); - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + using (var builder = m_RenderGraph.AddUnsafePass("TestPass1", out var passData)) { - builder.ReadTexture(texture0); - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); // Needed for the passes to not be culled - builder.SetRenderFunc((RenderGraphTestPassData data, RenderGraphContext context) => { }); + builder.UseTexture(texture0, AccessFlags.Read); + builder.UseTexture(m_RenderGraph.ImportBackbuffer(0), AccessFlags.Write); // Needed for the passes to not be culled + builder.SetRenderFunc((RenderGraphTestPassData data, UnsafeGraphContext context) => { }); } m_RenderGraph.CompileRenderGraph(m_RenderGraph.ComputeGraphHash()); @@ -928,6 +962,138 @@ public void RenderPassWithNoRenderFuncThrows() m_Camera.Render(); } + [Test] + public void UsingAddRenderPassWithNRPThrows() + { + // m_RenderGraph.nativeRenderPassesEnabled is set to true in the setup + // record and execute render graph calls + m_RenderGraphTestPipeline.recordRenderGraphBody = (context, camera, cmd) => + { + using var builder = m_RenderGraph.AddRenderPass("HDRP Render Pass", out var passData); + }; + + LogAssert.Expect(LogType.Error, "Render Graph Execution error"); + LogAssert.Expect(LogType.Exception, + "InvalidOperationException: `AddRenderPass` is not compatible with the Native Render Pass Compiler. It is meant to be used with the HDRP Compiler. " + + "The APIs that are compatible with the Native Render Pass Compiler are AddUnsafePass, AddComputePass and AddRasterRenderPass."); + + m_Camera.Render(); + } + + class TestBufferTextureComputeData + { + public BufferHandle bufferHandle; + public TextureHandle depthTexture; + public ComputeShader computeShader; + } + + [Test, ConditionalIgnore("IgnoreGraphicsAPI", "Compute Shaders are not supported for this Graphics API.")] + public void RenderGraphClearDepthTextureWithDepthReadOnlyFlag() + { + const int kWidth = 4; + const int kHeight = 4; + const string kPathComputeShader = "Packages/com.unity.render-pipelines.core/Tests/Editor/CopyDepthToBuffer.compute"; + + var computeShader = AssetDatabase.LoadAssetAtPath(kPathComputeShader); + // Check if the compute shader was loaded successfully + if (computeShader == null) + { + Debug.LogError("Compute Shader not found!"); + return; + } + + // Define the size of the buffer (number of elements) + int bufferSize = kWidth*kHeight; // We are only interested in the first four values + + // Allocate the buffer with the given size and format + var buffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, bufferSize, sizeof(float)); + + // Initialize the buffer with zeros + float[] initialData = new float[bufferSize]; + + + // Ensure the data is set to 0.0f + for (int i = 0; i < bufferSize; i++) + { + initialData[i] = 1.0f; + } + + buffer.SetData(initialData); + + m_RenderGraphTestPipeline.recordRenderGraphBody = (context, camera, cmd) => + { + TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(kWidth, kHeight) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + TextureHandle texture1 = m_RenderGraph.CreateTexture(new TextureDesc(kWidth, kHeight) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + + TextureHandle depthTexture = m_RenderGraph.CreateTexture(new TextureDesc(kWidth, kHeight) { colorFormat = GraphicsFormat.D16_UNorm }); + // no depth + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass0", out var passData)) + { + + builder.SetRenderAttachment(texture0, 0, AccessFlags.Write); + builder.UseTexture(texture1, AccessFlags.Read); + builder.AllowPassCulling(false); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + + // with depth + using (var builder = m_RenderGraph.AddRasterRenderPass("TestPass1", out var passData)) + { + builder.SetRenderAttachment(texture0, 0, AccessFlags.Write); + builder.SetRenderAttachmentDepth(depthTexture, AccessFlags.Write); + builder.AllowPassCulling(false); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + + // Compute pass + using (var builder = m_RenderGraph.AddComputePass("TestPass Compute", out var passData)) + { + builder.AllowPassCulling(false); + + // Import resources into the Render Graph + passData.bufferHandle = m_RenderGraph.ImportBuffer(buffer); // Import external ComputeBuffer + passData.depthTexture = depthTexture; // Import RTHandle texture + + builder.UseBuffer(passData.bufferHandle, AccessFlags.Write); // Ensure correct usage of the buffer + builder.UseTexture(passData.depthTexture, AccessFlags.ReadWrite); + + // Assign the compute shader + passData.computeShader = computeShader; + + builder.SetRenderFunc((TestBufferTextureComputeData data, ComputeGraphContext ctx) => + { + int kernel = data.computeShader.FindKernel("CSMain"); + + ctx.cmd.SetComputeBufferParam(data.computeShader, kernel, "resultBuffer", data.bufferHandle); + ctx.cmd.SetComputeTextureParam(data.computeShader, kernel, "_DepthTexture", data.depthTexture); + ctx.cmd.DispatchCompute(data.computeShader, kernel, kWidth, kHeight, 1); + }); + } + + var result = m_RenderGraph.CompileNativeRenderGraph(m_RenderGraph.ComputeGraphHash()); + var passes = result.contextData.GetNativePasses(); + Assert.AreEqual(1, passes.Count); // 1 native Pass + compute + Assert.AreEqual(2, passes[0].numNativeSubPasses); + Assert.True(result.contextData.nativeSubPassData[0].flags.HasFlag(SubPassFlags.ReadOnlyDepth)); + }; + m_Camera.Render(); + + // TODO: With current structure of the Tests, nativePassCompiler is not accessible out of recordRenderGraphBody. + // Add checks for the passes.count and checks if first subpass has readOnlyDepth flag in future update + + // Read back the data from the buffer + float[] result2 = new float[bufferSize]; + buffer.GetData(result2); + + buffer.Release(); + + // Ensure the data has been updated + for (int i = 0; i < bufferSize; i++) + { + Assert.IsTrue(result2[i] == 0.0f); + } + } + /* // Disabled for now as version management is not exposed to user code [Test] @@ -1362,7 +1528,6 @@ void PopulateRecordingPassAPIActions() () => m_RenderGraph.AddRasterRenderPass(errorAPIPassName, out var passData2), () => m_RenderGraph.AddUnsafePass(errorAPIPassName, out var passData2), () => m_RenderGraph.AddComputePass(errorAPIPassName, out var passData2), - () => m_RenderGraph.AddRenderPass(errorAPIPassName, out var passData2) }; m_GraphStateActions.Add(RenderGraphState.RecordingPass, recordingPassActions); @@ -1374,7 +1539,6 @@ void PopulateRecordingGraphAPIActions() var recordingGraphActions = new List(); // Empty for the moment - m_GraphStateActions.Add(RenderGraphState.RecordingGraph, recordingGraphActions); } diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md index 8187b39a6f3..4e2c8b23dbd 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md @@ -39,8 +39,6 @@ To edit properties for Materials that use Shader Graphs, the Inspector window on 2. To expose the rest of the properties, click on the gear in the top right of the Master Node. See these other properties in the **Surface Options** section of the screenshot below. 3. Edit the values for the gear's properties in the same way as you would do in the Inspector window. The list of inputs on the Master Node, and the available properties in the gear's list, changes depending on what options you select. -![](Images/CreatingAndEditingHDRPShaderGraphs1.png) - ## Material properties When you edit a Shader Graph Asset, you can create properties on the [Blackboard](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Blackboard.html) for Materials that use it. This allows you to change the value of the property at runtime. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md index 6ba9dc953c6..40e6a47e5fc 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md @@ -399,7 +399,7 @@ To match the scale of the GameObjects in your Scene, change the Backplate's **Sc ![A scene of a town square with a cloudy sky.](Images/HDRPFeatures-CloudLayer.png) -In HDRP, you set up cloud layers inside a [Volume](Volumes.md), so you can change clouds settings, or even the type of clouds itself, depending on the position of the Camera in the Scene. HDRP allows you to separate the clouds in the visual sky from the clouds that you use for environment lighting. HDRP includes the following built-in cloud type for you to use in your Unity Project: +In HDRP, you set up cloud layers inside a [Volume](volume-component.md), so you can change clouds settings, or even the type of clouds itself, depending on the position of the Camera in the Scene. HDRP allows you to separate the clouds in the visual sky from the clouds that you use for environment lighting. HDRP includes the following built-in cloud type for you to use in your Unity Project: - [Cloud Layer](create-simple-clouds-cloud-layer.md): Renders a cloud texture with options to simulate sky and sun light scattering in the clouds, and to project shadows on the ground. @@ -425,7 +425,7 @@ Use HDRP's water system to create and control realistic water surfaces. HDRP's w - Multiple presets. - Simulation-based caustics. - Underwater rendering. -- Deformer. +- Deformation. - Foam. - Water Excluder. - A mirrored simulation on the CPU for high-fidelity game interactions. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md index 849ff659f35..7b360e3f66f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md @@ -78,7 +78,7 @@ This sample includes examples on how to create a [Fullscreen Shader](create-a-fu The Water samples contain the following scenes you can use to learn about HDRP's [Water](water.md) features: - Pool: Demonstrates ripples and buoyancy. -- Glacier: Demonstrates current, water deformers, floating objects, and a simulation mask. +- Glacier: Demonstrates current, deformation, water decals, floating objects, and a simulation mask. - Island: Demonstrates waves, foam, and the water excluder. - Rain: Demonstrates how to add pertubations to the normals using shader graph. - Waterline: Demonstrates how to override rendering of the waterline using a [Custom Pass](Custom-Pass.md). diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/CreatingAndEditingHDRPShaderGraphs1.png b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/CreatingAndEditingHDRPShaderGraphs1.png deleted file mode 100644 index f8f604f9d42..00000000000 Binary files a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/CreatingAndEditingHDRPShaderGraphs1.png and /dev/null differ diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/LightAnchor0.png b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/LightAnchor0.png deleted file mode 100644 index 78ba7ee383e..00000000000 Binary files a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/LightAnchor0.png and /dev/null differ diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-CloudLayer.png b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-CloudLayer.png deleted file mode 100644 index 8947be10796..00000000000 Binary files a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-CloudLayer.png and /dev/null differ diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/introduction-to-water-decals.jpg b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/introduction-to-water-decals.jpg new file mode 100644 index 00000000000..648d029ed4f Binary files /dev/null and b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Images/introduction-to-water-decals.jpg differ diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md index 21c36ef1f83..e0d34f629ba 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md @@ -4,9 +4,9 @@ The Visual Environment Volume component override specifies the **Sky Type** that ## Using the Visual Environment -The **Visual Environment** uses the [Volume](Volumes.md) framework, so to enable and modify **Visual Environment** properties, you must add a **Visual Environment** override to a [Volume](Volumes.md) in your Scene. +The **Visual Environment** uses the [Volume](volume-component.md) framework, so to enable and modify **Visual Environment** properties, you must add a **Visual Environment** override to a [Volume](volume-component.md) in your Scene. -The **Visual Environment** override comes as default when you create a **Scene Settings** GameObject (Menu: **GameObject** > **Volumes** > **Sky and Fog Global Volume**). You can also manually add a **Visual Environment** override to any [Volume](Volumes.md). To manually add **Visual Environment** to a Volume: +The **Visual Environment** override comes as default when you create a **Scene Settings** GameObject (Menu: **GameObject** > **Volumes** > **Sky and Fog Global Volume**). You can also manually add a **Visual Environment** override to any [Volume](volume-component.md). To manually add **Visual Environment** to a Volume: 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, go to **Add Override** and select **Visual Environment**. @@ -17,8 +17,6 @@ You can use the **Visual Environment** override to control the sky and fog for t ## Properties -![](Images/Override-VisualEnvironment1.png) - [!include[](snippets/Volume-Override-Enable-Properties.md)] ### Sky @@ -56,4 +54,3 @@ After you have set your **Sky Type**, if you want to override the default settin On the [Gradient Sky](Override-Gradient-Sky.md) override itself, you can enable the checkboxes next to each property to override the property with your own values. For example, enable the checkbox next to the **Middle** property and use the color picker to change the color to pink. -![](Images/Override-VisualEnvironment2.png) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md index 40c5572d8b2..5c390b600a9 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md @@ -200,7 +200,7 @@ HDRP supports ray tracing for DirectX 12 and specific console platforms. Consult HDRP ray tracing in Unity isn't compatible with the following features: - Vertex animation, for example wind deformation of vegetation. -- [Decals](decals.md). +- Emissive [Decals](decals.md). To disable emission, go to the [Decal Material Inspector window](decal-material-inspector-reference.md) and disable **Affect Emissive**. - Ray tracing is not compatible with the detail meshes and trees in the [Terrain system](https://docs.unity3d.com/Manual/script-Terrain.html). It is compatible with terrain geometry. To include detailed meshes and trees in ray traced reflections, use [mixed tracing](Override-Screen-Space-Reflection.md#mixed-tracing). - Volumetric [fog](create-a-local-fog-effect.md). - [Tessellation](Tessellation.md). diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe-Usage.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe-Usage.md index 9dc6f89d0da..e8e74fd8c2f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe-Usage.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe-Usage.md @@ -30,15 +30,15 @@ Use this volume to include or exclude pixels from the probe's influence. **Note**: When a pixel is inside an influence volume, the probe still processes it even if the specular value the probe provides isn't significant. This is important to handle the performance of probes. -![](Images/ReflectionProbe_Influence.svg) +![A Venn diagram. A gray circle representing the reflection probe sits at the center of a yellow square symbolizing its influence volume. A mesh object is depicted as a gray rectangle that partially overlaps with the square. Pixels affected by the reflection probe are those located within the intersection of the square and rectangle.](Images/ReflectionProbe_Influence.svg) ### Blend influence Unity linearly weights the specular lighting value the probe provides between the influence volume and the blend volume. Use blending to create smooth transitions at the border of the probe's influence, or when probes overlap. -![](Images/ReflectionProbe_InfluenceBlend.svg) -![](Images/ReflectionProbe_InfluenceBlendOverlap.svg) +![A Venn diagram. A reflection probe, shown as a gray circle, sits at the center of a green square representing the blend volume. The blend influence decreases from 1 at the outer border of the green square to zero at the outer border of a surrounding yellow square, with the space between the two borders defining the blend distance. A gray rectangle, symbolizing the mesh object, partially overlaps both the green and yellow squares.](Images/ReflectionProbe_InfluenceBlend.svg) +![Two light probes, A and B, from left to right, are represented by two gray circles. Each sits at the center of a green square which represents their respective blend volumes. The right border of the left green square touches the left green rectangle of the right square. Each green square sits at the center of a larger yellow square, which represents the influence volumes of the light probes. They partially overlap horizontally. A mesh object is depicted as a gray rectangle that partially overlaps all squares. The intersection of the gray rectangle and the intersection of the two yellow circles, excluding the green rectangles, is the area of overlapping influence.](Images/ReflectionProbe_InfluenceBlendOverlap.svg) ### Blend normal influence @@ -48,4 +48,5 @@ For example, when a light ray can't reach a pixel due to occlusion, but the pixe You can set a blend normal distance similarly to a blend distance. The probe doesn't influence pixels that are inside the influence volume, but outside of the blend normal distance, if their normal points away from the probe. -![](Images/ReflectionProbe_InfluenceBlendNormal.svg) +![A Venn diagram. A gray circle representing the reflection probe sits at the center of a grey house shape. A yellow square representing the influence volume encloses the house shape. A blue square representing the blend normal volume is delineated by the two walls, and the roof and floor of the house shape, which are not visible. The space between the border of the blue square and the border of the enclosing yellow square defines the blend distance. Pixels on the inner side of the roof, whose normals point towards the probe, are influenced by the probe; pixels on the outer side of the roof, whose normals point away from the probe, are discarded. +](Images/ReflectionProbe_InfluenceBlendNormal.svg) 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 f992a9384a3..fcc4be071cd 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 @@ -23,13 +23,13 @@ The following table shows the compatibility of the High Definition Render Pipeli ## Render pipeline compatibility -Projects made using HDRP aren't compatible with the Universal Render Pipeline (URP) or the Built-in Render Pipeline. Before you start development, you must decide which render pipeline to use in your Project. For information on choosing a render pipeline, see the [Render Pipelines](https://docs.unity3d.com/2019.3/Documentation/Manual/render-pipelines.html) section of the Unity Manual. +Projects made using HDRP aren't compatible with the Universal Render Pipeline (URP) or the Built-in Render Pipeline. Before you start development, you must decide which render pipeline to use in your Project. For information on choosing a render pipeline, refer to the [Render Pipelines](https://docs.unity3d.com/Manual/render-pipelines.html) section of the Unity Manual. ## Unity Player system requirements This section describes the HDRP package’s target platform requirements. For platforms or use cases not covered in this section, general system requirements for the Unity Player apply. -For more information, see [System requirements for Unity](https://docs.unity3d.com/Manual/system-requirements.html). +For more information, refer to [System requirements for Unity](https://docs.unity3d.com/Manual/system-requirements.html). HDRP is compatible with the following platforms: @@ -47,4 +47,4 @@ HDRP is compatible with the following platforms: ### Ray tracing -To use ray tracing in HDRP, there are hardware requirements you must meet. For information on these requirements, see [Getting started with ray tracing](Ray-Tracing-Getting-Started.md). +To use ray tracing in HDRP, there are hardware requirements you must meet. For information on these requirements, refer to [Getting started with ray tracing](Ray-Tracing-Getting-Started.md). 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 454b5c2bc89..a2df3a5bec2 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md @@ -206,6 +206,7 @@ * [Quality and performance decisions](water-quality-and-performance-decisions.md) * [Water Override for Volumes](water-the-water-system-volume-override.md) * [Water surface fluctuations](water-decals-masking-landing.md) + * [Water decals](introduction-to-water-decals.md) * [Enable mask and current water decals](enable-mask-and-current-water-decals.md) * [Configure swell, agitation, or ripples](add-swell-agitation-or-ripples.md) * [Simulating currents with water decals](simulating-currents-with-water-decals.md) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/cloud-layer-volume-override-reference.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/cloud-layer-volume-override-reference.md index 919e68a8bd6..8898a5210a8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/cloud-layer-volume-override-reference.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/cloud-layer-volume-override-reference.md @@ -4,8 +4,6 @@ The Cloud Layer Volume Override lets you configure a simple representation of cl ## Properties -![](Images/Override-CloudLayer.png) - [!include[](snippets/Volume-Override-Enable-Properties.md)] | Property | Description | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/diffusion-profile-reference.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/diffusion-profile-reference.md index 035615c337e..ea9053a78c6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/diffusion-profile-reference.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/diffusion-profile-reference.md @@ -2,7 +2,7 @@ The High Definition Render Pipeline (HDRP) stores most [Subsurface Scattering](skin-and-diffusive-surfaces-subsurface-scattering.md) settings in a **Diffusion Profile** Asset. You can assign a **Diffusion Profile** Asset directly to Materials that use Subsurface Scattering. -To create a Diffusion Profile, navigate to **Assets > Create > Rendering > HDRP Diffusion Profile**. For HDRP to detect it, you must add it to the **Diffusion Profile List** of the [Diffusion Profile List Component](Override-Diffusion-Profile.md) in an active [Volume](Volumes.md). +To create a Diffusion Profile, navigate to **Assets > Create > Rendering > HDRP Diffusion Profile**. For HDRP to detect it, you must add it to the **Diffusion Profile List** of the [Diffusion Profile List Component](Override-Diffusion-Profile.md) in an active [Volume](volume-component.md). ## Properties diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/introduction-to-water-decals.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/introduction-to-water-decals.md new file mode 100644 index 00000000000..a6b669f9b1a --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/introduction-to-water-decals.md @@ -0,0 +1,14 @@ +# Water decals + +To create foam, deformation, or water currents, you can use a water decal. Water decals add localized water effects to a specific region in a 3D scene. This region is anchored in world space to a GameObject transform or, by default, to the camera. Use water decals to easily replicate effects across multiple regions, such as around islands or shorelines, without re-authoring textures. + +For example, you can use water decals to add foam, attenuate swell, fine-tune currents, or create shoreline waves around an island. Then, you can replicate this setup by duplicating the decals to apply the same localized effects to another island, without re-authoring textures. + +![Example: Water decal features applied to a region in a 3D-rendered scene of an island surrounded by the sea. Multiple water decals add deformation, foam, and currents around the island. Simulation and foam masks reduce water effects in specific regions.](Images/introduction-to-water-decals.jpg) + +Example: Water decal features applied to a region in a 3D-rendered scene of an island surrounded by the sea. Multiple water decals add deformation, foam, and currents around the island. Simulation and foam masks reduce water effects in specific regions. + +## Additional Resources + +- [Decals](decals.md) +- [Enable mask and current water decals](enable-mask-and-current-water-decals.md) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/path-tracing-limitations.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/path-tracing-limitations.md index 17b6a069939..d3689cdc328 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/path-tracing-limitations.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/path-tracing-limitations.md @@ -16,7 +16,8 @@ HDRP path tracing in Unity currently has the following limitations: - Local Volumetric Fog. - Tessellation. - Translucent Opaque Materials. - - Several of HDRP's Materials. This includes Eye, Hair, and Decal. + - Several of HDRP's Materials. This includes Eye and Hair. + - Emissive [Decals](decals.md). To disable emission, go to the [Decal Material Inspector window](decal-material-inspector-reference.md) and disable **Affect Emissive**. - Per-pixel displacement (parallax occlusion mapping, height map, depth offset). - Emissive Decals. - Volumetric Clouds. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-inspector-reference.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-inspector-reference.md index 7502b267bf0..287a865df25 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-inspector-reference.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-inspector-reference.md @@ -2,62 +2,13 @@ Select an Adaptive Probe Volume and open the Inspector to view its properties. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
PropertyDescription
Mode
GlobalHDRP sizes this Adaptive Probe Volume to include all renderers in the scene or Baking Set that have **Contribute Global Illumination** enabled in their Mesh Renderer component. HDRP recalculates the volume size every time you save or generate lighting.
SceneHDRP sizes this Adaptive Probe Volume to include all renderers in the same scene as this Adaptive Probe Volume. HDRP recalculates the volume size every time you save or generate lighting.
LocalSet the size of this Adaptive Probe Volume manually.
SizeSet the size of this Adaptive Probe Volume. This setting only appears when you set Mode to Local.
Subdivision Override
Override Probe SpacingOverride the Probe Spacing set in the Baking Set for this Adaptive Probe Volume. This cannot exceed the Min Probe Spacing and Max Probe Spacing values in the Adaptive Probe Volumes panel in the Lighting window.
Geometry Settings
Override Renderer FiltersEnable filtering by Layer which GameObjects HDRP considers when it generates probe positions. Use this to exclude certain GameObjects from contributing to Adaptive Probe Volume lighting.
Layer MaskFilter by Layer which GameObjects HDRP considers when it generates probe positions.
Min Renderer SizeThe smallest Renderer size HDRP considers when it generates probe positions.
Fill Empty SpacesEnable HDRP filling the empty space between and around Renderers with bricks. Bricks in empty spaces always use the **Max Probe Spacing** value.
+| **Property** | **Description** | +|---|---| +| **Mode** | This property has the following options:
  • **Global**: HDRP sizes this Adaptive Probe Volume to include all renderers in the scene or Baking Set that have **Contribute Global Illumination** enabled in their [Mesh Renderer component](https://docs.unity3d.com/Manual/class-MeshRenderer.html). HDRP recalculates the volume size every time you save or generate lighting.
  • **Scene**: HDRP sizes this Adaptive Probe Volume to include all renderers in the same scene as this Adaptive Probe Volume. HDRP recalculates the volume size every time you save or generate lighting.
  • **Local**: Set the size of this Adaptive Probe Volume manually.
| +| **Size** | Set the size of this Adaptive Probe Volume. This setting only appears when you set **Mode** to **Local**. | +| **Subdivision Override** | **Override Probe Spacing**: Override the Probe Spacing set in the **Baking Set** for this Adaptive Probe Volume. This cannot exceed the **Min Probe Spacing** and **Max Probe Spacing** values in the [Adaptive Probe Volumes panel in the Lighting window](probevolumes-lighting-panel-reference.md). | +| **Geometry Settings** | This property has the following options:
  • **Override Renderer Filters**: Enable filtering by Layer which GameObjects HDRP considers when it generates probe positions. Use this to exclude certain GameObjects from contributing to Adaptive Probe Volume lighting.
  • **Layer Mask**: Filter by Layer which GameObjects HDRP considers when it generates probe positions.
  • **Min Renderer Size**: The smallest [Renderer](https://docs.unity3d.com/ScriptReference/Renderer.html) size HDRP considers when it generates probe positions.
  • **Fill Empty Spaces**: Enable HDRP filling the empty space between and around Renderers with bricks. Bricks in empty spaces always use the **Max Probe Spacing** value.
| + ## Size gizmo diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/reference-light-anchor.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/reference-light-anchor.md index 80137765a0b..4657e5fd6b9 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/reference-light-anchor.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/reference-light-anchor.md @@ -1,7 +1,5 @@ # Light Anchor reference -![](Images/LightAnchor0.png) - ## Properties | **Property** | **Description** | @@ -12,4 +10,4 @@ | **Distance** | Controls the distance between the light and its anchor in world space. | | **Up Direction** | Defines the space of the up direction of the anchor. When you set this value to Local, the Up Direction is relative to the Camera. | | **Anchor Position Override** | Allows you to use a GameObject's [Transform](https://docs.unity3d.com/ScriptReference/Transform.html) as anchor position instead of the LightAnchor's Transform. When the Transform of the GameObject you assigned to this property changes, the Light Anchor's Transform also changes. | -| **Common** | Assigns a preset to the light component based on the behavior of studio lights. | \ No newline at end of file +| **Common** | Assigns a preset to the light component based on the behavior of studio lights. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-understand-shutter-profiles.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-understand-shutter-profiles.md index e4de9e7b378..34a0a659429 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-understand-shutter-profiles.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-understand-shutter-profiles.md @@ -2,10 +2,10 @@ In the [multiframe rendering API](rendering-multiframe-recording-api.md), the `BeginRecording` call allows you to specify how fast the camera shutter opens and closes. The speed of the camera shutter defines the so called “shutter profile”. The following image demonstrates how different shutter profiles affect the appearance of motion blur on a blue sphere moving from left to right. -![](Images/shutter_profiles.png) +![Different shutter profiles and their impact on image blur caused by motion or exposure changes. A Uniform Shutter opens fully for an even duration, creating sharp-edged, uniform blur. A Slow Open Shutter gradually opens and briefly remains open, generating a blur that fades progressively on one side. A Linear Open and Close Shutter moves at a consistent rate, producing tapered edges with a linear gradient effect. Finally, a Smooth Open and Close Shutter opens slowly, reaches full exposure, and closes smoothly, resulting in a blur with soft transitions on both sides. Each profile shapes how light reaches the sensor, directly influencing motion blur and gradient effects in the image.](Images/shutter_profiles.png) In all cases, the speed of the sphere is the same. The only change is the shutter profile. The horizontal axis of the profile diagram corresponds to time, and the vertical axis corresponds to the openning of the shutter. You can easily define the first three profiles without using an animation curve by setting the open, close parameters to (0,1), (1,1), and (0.25, 0.75) respectively. The last profile requires the use of an animation curve. -In this example, you can see that the slow open profile creates a motion trail appearance for the motion blur, which might be more desired for artists. Although, the smooth open and close profile creates smoother animations than the slow open or uniform profiles. \ No newline at end of file +In this example, you can see that the slow open profile creates a motion trail appearance for the motion blur, which might be more desired for artists. Although, the smooth open and close profile creates smoother animations than the slow open or uniform profiles. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/settings-and-properties-related-to-the-water-system.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/settings-and-properties-related-to-the-water-system.md index b42c0ab9c6f..62d99d522f6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/settings-and-properties-related-to-the-water-system.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/settings-and-properties-related-to-the-water-system.md @@ -84,7 +84,7 @@ To see properties related to Fade, Caustics Intensity, and Caus | Yes | Yes | Yes | N/A | **Displacement Term** | Controls the intensity of the displacement-based scattering. The bigger the horizontal displacement, the more the water receives scattering. You can adjust this for artistic purposes. | | No | Yes | Yes | N/A | **Direct Light Tip Term** | Controls the intensity of the direct light scattering on the tip of the waves. The effect is more perceivable at grazing angles. | | Yes | Yes | Yes | N/A | **Direct Light Body Term** | Controls the intensity of the direct light scattering on the body of the waves. The effect is more perceivable at grazing angles. | -| Yes | Yes | Yes | N/A | **Maximum Height Override** | Specifies a maximum wave height that overrides the simulation to support scattering properly for deformers. | +| Yes | Yes | Yes | N/A | **Maximum Height Override** | Specifies a maximum wave height that overrides the simulation to support scattering properly for vertical deformation. | | Yes | Yes | Yes | **Caustics** | N/A | N/A | | Yes | Yes | Yes | N/A | **Caustics Resolution** | Specifies the resolution at which the water caustics are rendered (simulation only). | | Yes | Yes | Yes | N/A | **Simulation Band** | Controls which simulation band is used for the caustics evaluation. The first (index 0) and second band (index 1) come from the swell simulation and the third (index 2) one from the ripples. | 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 4e0e4575a4c..a77db2bc129 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 @@ -6,12 +6,13 @@ You can add fluctuations such as swell, agitation, or ripples to the whole of a You can also add detailed visual effects to localized water areas with water decals, a type of shader graph nodes. -| **Page** | **Description** | -|---------------------------------------------------------------------------------------|-----------------------------------------------------------------------------| -| [Enable mask and current water decals](enable-mask-and-current-water-decals.md) | Mask and current water decals are disabled by default. | -| [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 ripples with masks](simulating-foam-or-ripples-with-masks.md) | Create effects like ripples. | -| [Check waves and ripples](add-caustics-and-foam-and-check-waves-and-ripples.md) | Check or retrieve information about the displacement of the water surface. | -| [Float objects on a water surface](float-objects-on-a-water-surface.md) | Add buoyancy to the water simulation. | -| [Align objects to the water surface using normals](align-objects-to-water-surface-using-normals.md) | Make objects follow the curvature of the water in real time. | +| **Page** | **Description** | +|-----------------------------------------------------------------------------------------------------|--------------------------------------------------------------------------------------------------------| +| [Introduction to water decals](introduction-to-water-decals.md) | Use mask and current water decals to apply water effects. | +| [Enable mask and current water decals](enable-mask-and-current-water-decals.md) | Create water effects with mask and current water decals in your project. | +| [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 ripples with masks](simulating-foam-or-ripples-with-masks.md) | Create effects like ripples. | +| [Check waves and ripples](add-caustics-and-foam-and-check-waves-and-ripples.md) | Check or retrieve information about the displacement of the water surface. | +| [Float objects on a water surface](float-objects-on-a-water-surface.md) | Add buoyancy to the water simulation. | +| [Align objects to the water surface using normals](align-objects-to-water-surface-using-normals.md) | Make objects follow the curvature of the water in real time. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-deform-a-water-surface.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-deform-a-water-surface.md index a1205d22b91..d61c09a596b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-deform-a-water-surface.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-deform-a-water-surface.md @@ -71,30 +71,30 @@ The properties used in the water decal material **Inspector** window change base ## Box -Use the following properties to control the Box deformer type. +Use the following properties to control the Box type in the Water Decal template shader graph. | **Property** | **Description** | | ---------------------- | ------------------------------------------------------------ | -| **Box Blend Distance** | Control the range in meters over which HDRP blends this deformer between its height and amplitude. For example, if you set these values to half the values in the Region size property, it results in a pyramid shape. | -| **Cubic blend** | Set the blend between the water surface and the deformer’s amplitude to a cubic profile. When disabled, the blend is linear. | +| **Box Blend Distance** | Control the range in meters over which HDRP blends this water decal between its height and amplitude. For example, if you set these values to half the values in the Region size property, it results in a pyramid shape. | +| **Cubic blend** | Set the blend between the water surface and the water decal’s amplitude to a cubic profile. When disabled, the blend is linear. | ## Bow Wave -Use the following property to control the Bow Wave deformer type. +Use the following property to control the Bow Wave type in the Water Decal template shader graph. | **Property** | **Description** | | ---------------------- | -------------------------------------------------------- | | **Bow Wave Elevation** | Controls the maximum height, in meters, of the bow wave. | -To make a bow wave move with a boat’s bow, set the Bow Wave as a child of the boat GameObject. However, the Bow Wave deformer can only move within the area defined in the **Inspector** window of the water surface, in **Deformation** > **Area Size**. To preserve the deformation’s resolution, you can use a script to make the `deformationAreaOffset` follow the boat position. +To make a bow wave move with a boat’s bow, set the Bow Wave as a child of the boat GameObject. However, the Bow Wave water decal can only move within the area defined in the **Inspector** window of the water surface, in **Deformation** > **Area Size**. To preserve the deformation’s resolution, you can use a script to make the `deformationAreaOffset` follow the boat position. ## Shore Wave -Use the following properties to control the Shore Wave deformer type. +Use the following properties to control the Shore Wave type in the Water Decal template shader graph. | **Property** | **Description** | | ----------------------- | ------------------------------------------------------------ | @@ -105,19 +105,19 @@ Use the following properties to control the Shore Wave deformer type. | **Blend Range** | Specifies the range on the local Z axis where the shore waves have their maximal amplitude. | | **Breaking Range** | Controls the range on the X axis where the shore wave should break. The wave reaches its maximum amplitude at the start of the range, generates surface foam inside it and loses 70% of its amplitude at the end of the range. | | **Deep Foam Range** | Controls the range on the X axis where the shore wave generates deep foam. This property has no effect if [foam](water-foam-in-the-water-system.md) is disabled. | -| **Surface Foam Dimmer** | Controls the dimmer for the surface foam generated by the deformer. Does this property require Foam setup? If so, explain that and link out to [Foam in the water system](water-foam-in-the-water-system.md). | -| **Deep Foam Dimmer** | Controls the dimmer for the deep foam generated by the deformer. This property has no effect if [foam](water-foam-in-the-water-system.md) is disabled. | +| **Surface Foam Dimmer** | Controls the dimmer for the surface foam generated by the water decal. Does this property require Foam setup? If so, explain that and link out to [Foam in the water system](water-foam-in-the-water-system.md). | +| **Deep Foam Dimmer** | Controls the dimmer for the deep foam generated by the water decal. This property has no effect if [foam](water-foam-in-the-water-system.md) is disabled. | ## Texture -These properties are specific to the Texture deformer type. +These properties are specific to the Texture type in the Water Decal template shader graph. | **Property** | **Description** | |-----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| **Range Remap** | Specifies the range of the deformer in the [-1, 1] interval. The input texture values will be remapped from [0,1] to the specified range. | -| **Texture** | The texture used by the deformer. This is a single channel texture that contains the amplitude of the deformation relative to the deformer’s amplitude.
This texture can be a regular texture or a Render Texture, which can be updated at runtime by modifying a render target with a compute shader for example. For a Render Texture, use the R16_UNorm format. | +| **Range Remap** | Specifies the range of the water decal in the [-1, 1] interval. The input texture values will be remapped from [0,1] to the specified range. | +| **Texture** | The texture used by the water decal. This is a single channel texture that contains the amplitude of the deformation relative to the water decal’s amplitude.
This texture can be a regular texture or a Render Texture, which can be updated at runtime by modifying a render target with a compute shader for example. For a Render Texture, use the R16_UNorm format. | ## Additional resources diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md index 1a25db1bd97..a1065308817 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-10.md @@ -268,7 +268,7 @@ HDRP, being a high-end modern renderer, contains a lot of compute shader passes. ### Screen Space Reflection -![](Images/HDRP-SSRImprovement.png) +![Split-screen 3D render of a flooded Venetian street during high tide, with buildings reflected in the water. The left side shows four orange vertical beams reflected on the water surface. On the right side are two slanted color calibration patterns reflected on the water surface.](Images/HDRP-SSRImprovement.png) HDRP improves the Screen Space Reflection by providing a new implementation 'PBR Accumulation' diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs index d2d3258948f..059f430aa27 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs @@ -45,6 +45,7 @@ class HDScreenSpaceReflectionEditor : VolumeComponentWithQualityEditor SerializedDataParameter m_DenoiserRadius; SerializedDataParameter m_DenoiserAntiFlickeringStrength; SerializedDataParameter m_Mode; + SerializedDataParameter m_APVMask; // Mixed SerializedDataParameter m_RayMaxIterationsRT; @@ -95,6 +96,7 @@ public override void OnEnable() m_DenoiserRadius = Unpack(o.Find(x => x.denoiserRadius)); m_DenoiserAntiFlickeringStrength = Unpack(o.Find(x => x.denoiserAntiFlickeringStrength)); m_Mode = Unpack(o.Find(x => x.mode)); + m_APVMask = Unpack(o.Find(x => x.adaptiveProbeVolumesLayerMask)); // Mixed m_RayMaxIterationsRT = Unpack(o.Find(x => x.rayMaxIterationsRT)); @@ -243,6 +245,9 @@ void RayTracedReflectionGUI(RayCastingMode tracingMode) { RayTracingPerformanceModeGUI(tracingMode == RayCastingMode.Mixed); } + + if (currentAsset?.currentPlatformRenderPipelineSettings.lightProbeSystem == RenderPipelineSettings.LightProbeSystem.AdaptiveProbeVolumes) + PropertyField(m_APVMask); } public override void OnInspectorGUI() diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/ShaderGraph/HDSixWaySubTarget.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/ShaderGraph/HDSixWaySubTarget.cs index 4452dd42d5d..75fa714a31c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/ShaderGraph/HDSixWaySubTarget.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/ShaderGraph/HDSixWaySubTarget.cs @@ -61,7 +61,6 @@ public static PassDescriptor GenerateForwardOnly(bool useVFX, bool useTessellati requiredFields.Add(CoreRequiredFields.BasicLighting); requiredFields.Add(SixWayStructs.RequiredFields); - DefineCollection defines = HDShaderPasses.GenerateDefines(CoreDefines.Forward, useVFX, useTessellation); if (useColorAbsorption) @@ -151,6 +150,7 @@ static StructDescriptor AddSixWayVaryings(StructDescriptor defaultVaryings) public static FieldCollection RequiredFields = new FieldCollection() { + StructFields.SurfaceDescriptionInputs.FaceSign, SixWayVaryings.diffuseGIData0, SixWayVaryings.diffuseGIData1, SixWayVaryings.diffuseGIData2, @@ -187,7 +187,7 @@ public struct SixWayFragInputs "VARYINGS_NEED_SIX_WAY_DIFFUSE_GI_DATA", ShaderValueType.Float4, subscriptOptions: StructFieldOptions.Optional); public static FieldDescriptor[] AllFragInputs = new FieldDescriptor[] - { diffuseGIData0, diffuseGIData1, diffuseGIData2 }; + { StructFields.Varyings.cullFace, diffuseGIData0, diffuseGIData1, diffuseGIData2 }; } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/ShaderGraph/ShaderPass.template.hlsl b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/ShaderGraph/ShaderPass.template.hlsl index f74f05f6bbe..0404417cd69 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/ShaderGraph/ShaderPass.template.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/ShaderGraph/ShaderPass.template.hlsl @@ -14,17 +14,14 @@ void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDes $FragInputs.diffuseGIData1: surfaceData.bakeDiffuseLighting1 = fragInputs.diffuseGIData[1]; $FragInputs.diffuseGIData2: surfaceData.bakeDiffuseLighting2 = fragInputs.diffuseGIData[2]; - float3 doubleSidedConstants = GetDoubleSidedConstants(); - - GetNormalWS(fragInputs, float3(0,0,1), surfaceData.normalWS, doubleSidedConstants); + float frontFaceSign = fragInputs.isFrontFace ? 1.0f : -1.0f; surfaceData.tangentWS = float4(normalize(fragInputs.tangentToWorld[0].xyz), 1); - #ifdef _DOUBLESIDED_ON - float tangentSign = fragInputs.isFrontFace ? 1.0f : -1.0f; - #else - float tangentSign = 1.0f; - #endif - surfaceData.tangentWS = float4(Orthonormalize(surfaceData.tangentWS.xyz, surfaceData.normalWS), tangentSign); + surfaceData.bitangentWS = fragInputs.tangentToWorld[1].xyz; + surfaceData.normalWS = frontFaceSign * fragInputs.tangentToWorld[2].xyz; + + surfaceData.bakeDiffuseLighting2.xyz *= frontFaceSign; + bentNormalWS = surfaceData.normalWS; //Not used #ifdef DEBUG_DISPLAY diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/SixWayGUI.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/SixWayGUI.cs index 5d8f37f267b..00d5b34390c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/SixWayGUI.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/SixWayLit/SixWayGUI.cs @@ -16,7 +16,7 @@ internal class SixWayGUI : HDShaderGUI { MaterialUIBlockList m_UIBlocks = new() { - new SurfaceOptionUIBlock(MaterialUIBlock.ExpandableBit.Base,1, SurfaceOptionUIBlock.Features.Lit), + new SurfaceOptionUIBlock(MaterialUIBlock.ExpandableBit.Base,1, (SurfaceOptionUIBlock.Features.Lit | SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly) ^ SurfaceOptionUIBlock.Features.DoubleSidedNormalMode ^ SurfaceOptionUIBlock.Features.PreserveSpecularLighting), new SixWayUIBlock(MaterialUIBlock.ExpandableBit.Base), new TessellationOptionsUIBlock(MaterialUIBlock.ExpandableBit.Tessellation), new ShaderGraphUIBlock(MaterialUIBlock.ExpandableBit.ShaderGraph, ShaderGraphUIBlock.Features.ExposedProperties), diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PropertyDrawers/HDRPDefaultVolumeProfileSettingsPropertyDrawer.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/PropertyDrawers/HDRPDefaultVolumeProfileSettingsPropertyDrawer.cs index b9106bdb0f1..f5695a30189 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/PropertyDrawers/HDRPDefaultVolumeProfileSettingsPropertyDrawer.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PropertyDrawers/HDRPDefaultVolumeProfileSettingsPropertyDrawer.cs @@ -92,7 +92,7 @@ protected override VisualElement CreateAssetFieldUI() return profileLine; } - public class HDRPDefaultVolumeProfileSettingsContextMenu : DefaultVolumeProfileSettingsContextMenu + public class HDRPDefaultVolumeProfileSettingsContextMenu : DefaultVolumeProfileSettingsContextMenu2 { protected override string defaultVolumeProfilePath { diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs index 0a10648e761..551a2507a7c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs @@ -172,6 +172,16 @@ void DoCommonSettingsGUI(ref Rect rect) { EditorGUI.PropertyField(rect, m_TargetDepthBuffer, Styles.targetDepthBuffer); rect.y += Styles.defaultLineSpace; + + CustomPass.TargetBuffer requestedDepth = m_TargetDepthBuffer.GetEnumValue(); + if (m_CustomPass.getConstrainedDepthBuffer() != requestedDepth) + { + Rect helpBoxRect = rect; + float helpBoxHeight = EditorGUIUtility.singleLineHeight * 2; + helpBoxRect.height = helpBoxHeight; + EditorGUI.HelpBox(helpBoxRect, "Camera depth isn't supported when dynamic scaling is on. We will automatically fall back to not doing depth-testing for this pass.", MessageType.Warning); + rect.y += helpBoxHeight; + } } if ((commonPassUIFlags & PassUIFlag.ClearFlags) != 0) @@ -264,6 +274,13 @@ internal float GetPropertyHeight(SerializedProperty property, GUIContent label) } height += Styles.defaultLineSpace * lines; + + // Add height for the help box if it will be shown + if ((commonPassUIFlags & PassUIFlag.TargetDepthBuffer) != 0 && + m_CustomPass.getConstrainedDepthBuffer() != m_TargetDepthBuffer.GetEnumValue()) + { + height += EditorGUIUtility.singleLineHeight * 2; // Help box height + } } return height + GetPassHeight(property); 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 4e439304ba1..7826d49e347 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 @@ -183,7 +183,6 @@ public class Styles public static readonly GUIContent supportRaytracing = EditorGUIUtility.TrTextContent("Realtime Raytracing"); public static readonly GUIContent supportedRayTracingMode = EditorGUIUtility.TrTextContent("Supported Ray Tracing Mode"); public static readonly GUIContent supportVFXRayTracing = EditorGUIUtility.TrTextContent("Visual Effects Ray Tracing", "When enabled, Visual Effects Outputs which have Enable Ray Tracing on will be accounted for in Ray-traced effects."); - public static readonly GUIContent rayTracingUnsupportedWarning = EditorGUIUtility.TrTextContent("Ray tracing is not supported on your device. Please refer to the documentation."); public static readonly GUIContent rayTracingRestrictionOnlyWarning = EditorGUIUtility.TrTextContent("Ray tracing is currently only supported on DX12, Playstation 5 and Xbox Series X.", null, CoreEditorStyles.iconWarn); public static readonly GUIContent rayTracingMSAAUnsupported = EditorGUIUtility.TrTextContent("When Ray tracing is enabled in asset, MSAA is not supported. Please refer to the documentation."); public static readonly GUIContent waterMSAAUnsupported = EditorGUIUtility.TrTextContent("When Water is enabled in asset, MSAA is not supported. Please refer to the documentation."); @@ -313,7 +312,7 @@ public class Styles public const string FSR2WinTargetWarning = "HDRP does not support AMD Fidelity FX2 for the current build target and graphics device API. To enable FSR2, set your build target to Windows x86_64 and DirectX12."; public const string FSR2SwitchTarget64Button = "Fix"; public const string FSR2FeatureDetectedMsg = "Unity detected AMD Fidelity FX 2 Super Resolution and will ignore the Fallback Upscale Filter."; - public const string FSR2FeatureNotDetectedMsg = "Unity cannot detect Unity detected AMD Fidelity FX 2 Super Resolution and will use the Fallback Upscale Filter instead."; + public const string FSR2FeatureNotDetectedMsg = "Unity cannot detect AMD Fidelity FX 2 Super Resolution and will use the Fallback Upscale Filter instead."; public const string STPSwDrsWarningMsg = "STP cannot support dynamic resolution without hardware dynamic resolution mode. You can use the forced screen percentage feature to guarantee a fixed resoution for STP or HDRP will fall back to the next best supported upscaling filter instead."; 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 2fe854b4ab6..f81c76ca01e 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 @@ -1299,8 +1299,6 @@ static void Drawer_SectionRenderingUnsorted(SerializedHDRenderPipelineAsset seri { if (serialized.renderPipelineSettings.supportRayTracing.boolValue) DisplayRayTracingSupportBox(); - else - EditorGUILayout.HelpBox(Styles.rayTracingUnsupportedWarning.text, MessageType.Warning, wide: true); } --EditorGUI.indentLevel; } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template index 677c8516037..ad41610cf53 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template @@ -16,7 +16,7 @@ ${VFXEnd} ${VFXBegin:VFXVertexProbeFillVaryings} #if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE #if VFX_PRIMITIVE_QUAD || VFX_PRIMITIVE_TRIANGLE || VFX_PRIMITIVE_OCTAGON -float4 inTangent = float4(o.VFX_VARYING_TANGENT, 1.0f); +float4 inTangent = float4(o.VFX_VARYING_TANGENT, -1.0f); #else float4 inTangent = o.VFX_VARYING_TANGENT; #endif diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs index f03e8bf03cb..5cee3117fed 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/UIBlocks/VFXShaderGraphGUI.cs @@ -35,8 +35,7 @@ public VFXShaderGraphGUIUnlit() internal class VFXShaderGraphGUISixWay : SixWayGUI { - const SurfaceOptionUIBlock.Features vfxSurfaceOptionFeatures = SurfaceOptionUIBlock.Features.Lit - | SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly ^ SurfaceOptionUIBlock.Features.PreserveSpecularLighting; + const SurfaceOptionUIBlock.Features vfxSurfaceOptionFeatures = (SurfaceOptionUIBlock.Features.Lit | SurfaceOptionUIBlock.Features.ShowDepthOffsetOnly) ^ SurfaceOptionUIBlock.Features.DoubleSidedNormalMode ^ SurfaceOptionUIBlock.Features.PreserveSpecularLighting; public VFXShaderGraphGUISixWay() { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/HDDebugDisplayStats.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/HDDebugDisplayStats.cs index 2ce28f74715..43b0de0dde1 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/HDDebugDisplayStats.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/HDDebugDisplayStats.cs @@ -105,7 +105,6 @@ public override void RegisterDebugUI(List list) var detailedStatsFoldout = new DebugUI.Foldout { displayName = "Detailed Stats", - isHeader = true, opened = false, children = { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs index 9b1e44932e1..973f22e6814 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIllumination.cs @@ -40,7 +40,7 @@ bool UsesQualityMode() /// /// Controls the fallback hierarchy for indirect diffuse in case the ray misses. /// - [Tooltip("Rendering Layer Mask to use when sampling the Adaptive Probe Volumes.\nThis is only used if Rendering Layers Masks are enabled for the active Baking Set.")] + [Tooltip("Controls which APV rendering layer mask to sample from. If no probes in proximity are from the specified layer or the feature is disabled for the Baking Set, any surrounding probes will be sampled.")] [AdditionalProperty] public RenderingLayerMaskParameter adaptiveProbeVolumesLayerMask = new RenderingLayerMaskParameter(UnityEngine.RenderingLayerMask.defaultRenderingLayerMask); #endregion diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute index 6e9de4b2563..ea7dac2a6e3 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute @@ -98,7 +98,7 @@ CBUFFER_END // variable declaration //------------------------------------------------------------------------------------- -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); RW_TEXTURE2D_X(float3, diffuseLightingUAV); RW_TEXTURE2D_X(float4, specularLightingUAV); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderVariablesLightLoop.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderVariablesLightLoop.hlsl index ec6c2780ca7..e6c21541a46 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderVariablesLightLoop.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/ShaderVariablesLightLoop.hlsl @@ -31,7 +31,7 @@ GLOBAL_TEXTURE2D(_CookieAtlas, RAY_TRACING_COOKIE_ATLAS_REGISTER); GLOBAL_TEXTURE2D_ARRAY(_ReflectionAtlas, RAY_TRACING_REFLECTION_ATLAS_REGISTER); // Contact shadows -TEXTURE2D_X_UINT(_ContactShadowTexture); +TYPED_TEXTURE2D_X(uint, _ContactShadowTexture); // Screen space shadows TEXTURE2D_ARRAY(_ScreenSpaceShadowsTexture); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute index 32b644060d9..53305f85789 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute @@ -29,7 +29,7 @@ groupshared uint ldsFeatureFlags; RWStructuredBuffer g_TileFeatureFlags; -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); [numthreads(NR_THREADS, 1, 1)] void MaterialFlagsGen(uint3 dispatchThreadId : SV_DispatchThreadID, uint threadID : SV_GroupIndex, uint3 u3GroupID : SV_GroupID) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute index 112073015d6..540578b661e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceGlobalIllumination.compute @@ -41,7 +41,7 @@ // Input depth pyramid texture TEXTURE2D_X(_DepthTexture); // Stencil buffer of the current frame -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); // Input texture that holds the offset for every level of the depth pyramid StructuredBuffer _DepthPyramidMipLevelOffsets; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs index ab3e7f9afd3..70ba09b4c50 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs @@ -365,6 +365,13 @@ public int rayMaxIterationsRT [SerializeField, FormerlySerializedAs("rayMaxIterations")] private MinIntParameter m_RayMaxIterationsRT = new MinIntParameter(48, 0); + + /// + /// Controls which rendering layer mask to prioritize when sampling probes for indirect diffuse in reflections. + /// + [Tooltip("Controls which APV rendering layer mask to sample from. If no probes in proximity are from the specified layer or the feature is disabled for the Baking Set, any surrounding probes will be sampled.")] + [AdditionalProperty] + public RenderingLayerMaskParameter adaptiveProbeVolumesLayerMask = new RenderingLayerMaskParameter(UnityEngine.RenderingLayerMask.defaultRenderingLayerMask); #endregion internal static bool RayTracingActive(ScreenSpaceReflection volume) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute index fa55b512155..5aa08154573 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute @@ -93,7 +93,7 @@ TEXTURE2D_X(_DepthTexture); #endif #ifdef SSR_TRACE - TEXTURE2D_X_UINT2( _StencilTexture); + TYPED_TEXTURE2D_X(uint2, _StencilTexture); RW_TEXTURE2D_X(float2, _SsrHitPointTexture); #elif defined(SSR_REPROJECT) TEXTURE2D_X( _SsrHitPointTexture); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.cs index 93eb858cc39..e8783a92e42 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.cs @@ -33,7 +33,9 @@ public struct SurfaceData [SurfaceDataAttributes(new string[] { "Normal", "Normal World Space" }, true, checkIsNormalized = true)] public Vector3 normalWS; [SurfaceDataAttributes(new string[] { "Tangent", "Tangent World Space" })] - public Vector4 tangentWS; + public Vector3 tangentWS; + [SurfaceDataAttributes(new string[] { "Bitangent", "Bitangent World Space" })] + public Vector3 bitangentWS; [MaterialSharedPropertyMapping(MaterialSharedProperty.AmbientOcclusion)] [SurfaceDataAttributes("Ambient Occlusion", precision = FieldPrecision.Real)] @@ -72,7 +74,9 @@ public struct BSDFData [SurfaceDataAttributes(new string[] { "Normal WS", "Normal View Space" }, true, checkIsNormalized: true)] public Vector3 normalWS; [SurfaceDataAttributes(new string[] { "Tangent", "Tangent World Space" })] - public Vector4 tangentWS; + public Vector3 tangentWS; + [SurfaceDataAttributes(new string[] { "Bitangent", "Bitangent World Space" })] + public Vector3 bitangentWS; //Smoke Lighting [SurfaceDataAttributes("Rig Right Top Back", precision = FieldPrecision.Real)] diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.cs.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.cs.hlsl index 76acb9ced12..efb3594e1ee 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.cs.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.cs.hlsl @@ -19,11 +19,13 @@ #define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_NORMAL_VIEW_SPACE (1754) #define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_TANGENT (1755) #define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_TANGENT_WORLD_SPACE (1756) -#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_RIG_RIGHT_TOP_BACK (1757) -#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_RIG_LEFT_BOTTOM_FRONT (1758) -#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_BAKE_DIFFUSE_LIGHTING0 (1759) -#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_BAKE_DIFFUSE_LIGHTING1 (1760) -#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_BAKE_DIFFUSE_LIGHTING2 (1761) +#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_BITANGENT (1757) +#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_BITANGENT_WORLD_SPACE (1758) +#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_RIG_RIGHT_TOP_BACK (1759) +#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_RIG_LEFT_BOTTOM_FRONT (1760) +#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_BAKE_DIFFUSE_LIGHTING0 (1761) +#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_BAKE_DIFFUSE_LIGHTING1 (1762) +#define DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_BAKE_DIFFUSE_LIGHTING2 (1763) // // UnityEditor.VFX.HDRP.SixWaySmokeLit+SurfaceData: static fields @@ -34,12 +36,14 @@ #define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_NORMAL_WORLD_SPACE (1703) #define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_TANGENT (1704) #define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_TANGENT_WORLD_SPACE (1705) -#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_AMBIENT_OCCLUSION (1706) -#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_RIG_RIGHT_TOP_BACK (1707) -#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_RIG_LEFT_BOTTOM_FRONT (1708) -#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_BAKE_DIFFUSE_LIGHTING0 (1709) -#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_BAKE_DIFFUSE_LIGHTING1 (1710) -#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_BAKE_DIFFUSE_LIGHTING2 (1711) +#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_BITANGENT (1706) +#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_BITANGENT_WORLD_SPACE (1707) +#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_AMBIENT_OCCLUSION (1708) +#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_RIG_RIGHT_TOP_BACK (1709) +#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_RIG_LEFT_BOTTOM_FRONT (1710) +#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_BAKE_DIFFUSE_LIGHTING0 (1711) +#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_BAKE_DIFFUSE_LIGHTING1 (1712) +#define DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_BAKE_DIFFUSE_LIGHTING2 (1713) // Generated from UnityEditor.VFX.HDRP.SixWaySmokeLit+BSDFData // PackingRules = Exact @@ -50,6 +54,7 @@ struct BSDFData real ambientOcclusion; float3 normalWS; float4 tangentWS; + float3 bitangentWS; real3 rightTopBack; real3 leftBottomFront; real4 bakeDiffuseLighting0; @@ -65,6 +70,7 @@ struct SurfaceData real4 baseColor; float3 normalWS; float4 tangentWS; + float3 bitangentWS; real ambientOcclusion; real3 rightTopBack; real3 leftBottomFront; @@ -102,6 +108,12 @@ void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 res case DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_TANGENT_WORLD_SPACE: result = bsdfdata.tangentWS.xyz; break; + case DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_BITANGENT: + result = bsdfdata.bitangentWS; + break; + case DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_BITANGENT_WORLD_SPACE: + result = bsdfdata.bitangentWS; + break; case DEBUGVIEW_SIXWAYSMOKELIT_BSDFDATA_RIG_RIGHT_TOP_BACK: result = bsdfdata.rightTopBack; break; @@ -146,6 +158,12 @@ void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout f case DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_TANGENT_WORLD_SPACE: result = surfacedata.tangentWS.xyz; break; + case DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_BITANGENT: + result = surfacedata.bitangentWS; + break; + case DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_BITANGENT_WORLD_SPACE: + result = surfacedata.bitangentWS; + break; case DEBUGVIEW_SIXWAYSMOKELIT_SURFACEDATA_AMBIENT_OCCLUSION: result = surfacedata.ambientOcclusion.xxx; break; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.hlsl index 5bdff26040a..e9df3b7111b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.hlsl @@ -79,6 +79,7 @@ BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) bsdfData.normalWS = surfaceData.normalWS; bsdfData.tangentWS = surfaceData.tangentWS; + bsdfData.bitangentWS = surfaceData.bitangentWS; bsdfData.diffuseColor = surfaceData.baseColor; bsdfData.absorptionRange = surfaceData.absorptionRange; @@ -152,7 +153,7 @@ void SixWayBakedDiffuseLighting(BSDFData bsdfData, inout BuiltinData builtinData bool alphaPremultipled = (_BlendMode == BLENDINGMODE_PREMULTIPLY); const real3 L0 = real3(bsdfData.bakeDiffuseLighting0.w, bsdfData.bakeDiffuseLighting1.w, bsdfData.bakeDiffuseLighting2.w); - const real3 diffuseGIData[3] = { bsdfData.bakeDiffuseLighting0.xyz, bsdfData.bakeDiffuseLighting1.xyz, bsdfData.tangentWS.w * bsdfData.bakeDiffuseLighting2.xyz}; + const real3 diffuseGIData[3] = { bsdfData.bakeDiffuseLighting0.xyz, bsdfData.bakeDiffuseLighting1.xyz, bsdfData.bakeDiffuseLighting2.xyz}; builtinData.bakeDiffuseLighting = GetSixWayDiffuseContributions(bsdfData.rightTopBack, bsdfData.leftBottomFront, @@ -166,17 +167,15 @@ float3x3 GetLocalTBN(float3 normal, float4 tangent) { float3 zVec = -normal; float3 xVec = tangent.xyz; - float3 yVec = cross(zVec, xVec) * tangent.w; + float3 yVec = cross(normal, tangent.xyz) * tangent.w ; return float3x3(xVec, yVec, zVec); } - float3 TransformToLocalFrame(float3 L, BSDFData bsdfData) { - float3x3 tbn = GetLocalTBN(bsdfData.normalWS, bsdfData.tangentWS); + float3x3 tbn = float3x3(bsdfData.tangentWS.xyz, bsdfData.bitangentWS, -bsdfData.normalWS); return mul(tbn, L); } - void GatherLightProbeData(float3 positionRWS, float3x3 tbn, out float4 diffuseGIData[3]) { if (unity_ProbeVolumeParams.x == 0.0) @@ -186,7 +185,7 @@ void GatherLightProbeData(float3 positionRWS, float3x3 tbn, out float4 diffuseGI [unroll] for (int i = 0; i<3; i++) { - float3 bakeDiffuseLighting = EvaluateLightProbeL1(tbn[i]); + float3 bakeDiffuseLighting = EvaluateLightProbeL1(tbn[i] * kInvClampedCosine1); diffuseGIData[i].xyz = bakeDiffuseLighting; diffuseGIData[i].w = ambientL0[i]; } @@ -199,7 +198,7 @@ void GatherLightProbeData(float3 positionRWS, float3x3 tbn, out float4 diffuseGI float3 bakeDiffuseLighting = 0; float3 backBakeDiffuseLighting = 0; // Note: Probe volume here refer to LPPV not APV - SampleProbeVolumeSH4(TEXTURE3D_ARGS(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), positionRWS, tbn[i], -tbn[i], GetProbeVolumeWorldToObject(), + SampleProbeVolumeSH4(TEXTURE3D_ARGS(unity_ProbeVolumeSH, samplerunity_ProbeVolumeSH), positionRWS, tbn[i] * kInvClampedCosine1, -tbn[i] * kInvClampedCosine1, GetProbeVolumeWorldToObject(), unity_ProbeVolumeParams.y, unity_ProbeVolumeParams.z, unity_ProbeVolumeMin.xyz, unity_ProbeVolumeSizeInv.xyz, bakeDiffuseLighting, backBakeDiffuseLighting); float3 ambientL0 = 0.5f * (bakeDiffuseLighting + backBakeDiffuseLighting); @@ -217,7 +216,7 @@ void SampleAPVSixWay(APVSample apvSample, float3x3 tbn, out float4 diffuseGIData for (int i = 0; i<3; i++) { float3 bakeDiffuseLighting; - EvaluateAPVL1(apvSample, tbn[i], bakeDiffuseLighting); + EvaluateAPVL1(apvSample, tbn[i] * kInvClampedCosine1 , bakeDiffuseLighting); diffuseGIData[i].xyz = bakeDiffuseLighting; diffuseGIData[i].w = apvSample.L0[i]; } @@ -229,7 +228,7 @@ void EvaluateAmbientProbeSixWay(float weight, float3x3 tbn, out float4 diffuseGI [unroll] for (int i = 0; i<3; i++) { - float3 bakeDiffuseLighting = EvaluateAmbientProbeL1(tbn[i]) * (1.0f - weight); + float3 bakeDiffuseLighting = EvaluateAmbientProbeL1(tbn[i] * kInvClampedCosine1) * (1.0f - weight); diffuseGIData[i].xyz = bakeDiffuseLighting; diffuseGIData[i].w = ambientL0[i]; } @@ -244,9 +243,7 @@ void GatherAPVData(float3 positionRWS, float3x3 tbn, out float4 diffuseGIData[3] if (apvSample.status != APV_SAMPLE_STATUS_INVALID) { - #if MANUAL_FILTERING == 0 apvSample.Decode(); - #endif SampleAPVSixWay(apvSample, tbn, diffuseGIData); //Sample Only L1 even if L2 is available diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMergeTilePass.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMergeTilePass.compute index 71fe92bf79f..703c3c86adb 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMergeTilePass.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMergeTilePass.compute @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurTileCommon.hlsl" -TEXTURE2D_X_UINT(_TileToScatterMax); +TYPED_TEXTURE2D_X(uint, _TileToScatterMax); TEXTURE2D_X(_TileToScatterMin); RW_TEXTURE2D_X(float3, _TileMaxNeighbourhood); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader index 15a2ecd6c65..b973fbf5ee5 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader @@ -123,7 +123,7 @@ Shader "Hidden/HDRP/TemporalAA" #endif #if DIRECT_STENCIL_SAMPLE - TEXTURE2D_X_UINT2(_StencilTexture); + TYPED_TEXTURE2D_X(uint2, _StencilTexture); #endif float4 _TaaPostParameters; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs index 00ee3473b0c..149f974ab35 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs @@ -914,13 +914,18 @@ TextureHandle DoDLSSPass( passData.parameters.drsSettings = currentAsset.currentPlatformRenderPipelineSettings.dynamicResolutionSettings; // Must check this with nvidia. After trying many things this gives the least amount of ghosting. // For now we clamp the exposure to a reasonable value. - passData.parameters.preExposure = Mathf.Clamp(hdCamera.GpuExposureValue(), 0.35f, 2.0f); + passData.parameters.preExposure = Mathf.Clamp(hdCamera.GpuExposureValue(), 0.20f, 2.0f); var viewHandles = new UpscalerResources.ViewResourceHandles(); viewHandles.source = builder.ReadTexture(source); viewHandles.output = builder.WriteTexture(GetPostprocessUpsampledOutputHandle(hdCamera, renderGraph, "DLSS destination")); viewHandles.depth = builder.ReadTexture(depthBuffer); viewHandles.motionVectors = builder.ReadTexture(motionVectors); + // Note: exposure texture input + // We skip providing exposureTexture since HDRP pre-applies exposure in GBuffer pass / light accumulation buffer, + // and doesn't use it later on in tonemapping. DLSS docs mention this texture is needed if used in tonemapping later on. + // Given we also provide an option to inject DLSS post-tonemapping, we can safely skip providing this input as + // it usually exacerbates ghosting within the HDRP use context. if (biasColorMask.IsValid()) viewHandles.biasColorMask = builder.ReadTexture(biasColorMask); 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 83600636457..a916e52eea8 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 @@ -1574,7 +1574,8 @@ TransparentPrepassOutput RenderTransparentPrepass(RenderGraph renderGraph, Culli if (!output.enablePerPixelSorting) return output; - output.depthBufferPreRefraction = CreateDepthBuffer(renderGraph, false, hdCamera.msaaSamples, "CameraDepthStencil PreRefraction", false); + output.depthBufferPreRefraction = CreateDepthBuffer(renderGraph, m_HasResolutionChanged, hdCamera.msaaSamples, "CameraDepthStencil PreRefraction", false); + m_HasResolutionChanged = false; output.beforeRefraction = renderGraph.CreateTexture(new TextureDesc(Vector2.one, true, true) { format = GraphicsFormat.B10G11R11_UFloatPack32, msaaSamples = hdCamera.msaaSamples, clearBuffer = true, name = "Before Refraction" }); 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 6b25c904658..ebca726f81c 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 @@ -211,6 +211,9 @@ internal static HDRenderPipeline currentPipeline // User render requests can use different ones to avoid mixing history information HDCamera.HistoryChannel m_CurrentCameraHistoryChannel = HDCamera.HistoryChannel.RenderLoopHistory; + bool m_HasResolutionChanged = false; + Action m_OnResolutionChanged; + internal GraphicsFormat GetColorBufferFormat() { if (CoreUtils.IsSceneFilteringEnabled()) @@ -710,6 +713,11 @@ public HDRenderPipeline(HDRenderPipelineAsset asset) #if UNITY_EDITOR GPUInlineDebugDrawer.Initialize(); #endif + + m_OnResolutionChanged = () => + { + m_HasResolutionChanged = true; + }; } private void SetLodQualitySettings() @@ -1053,6 +1061,7 @@ protected override void Dispose(bool disposing) #if UNITY_EDITOR GPUInlineDebugDrawer.Dispose(); #endif + m_OnResolutionChanged = null; } void Resize(HDCamera hdCamera) @@ -2267,7 +2276,7 @@ protected override void Render(ScriptableRenderContext renderContext, List _DepthPyramidMipLevelOffsets; TEXTURE2D_X(_ReBlurMipChain); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_PostBlur.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_PostBlur.compute index 1f9d8b9c7e2..cbed1a0703c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_PostBlur.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_PostBlur.compute @@ -23,7 +23,7 @@ // Input buffers TEXTURE2D_X(_LightingDistanceTexture); -TEXTURE2D_X_UINT(_AccumulationTexture); +TYPED_TEXTURE2D_X(uint, _AccumulationTexture); // Output texture RW_TEXTURE2D_X(float4, _LightingDistanceTextureRW); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_TemporalAccumulation.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_TemporalAccumulation.compute index fb0f675de37..0b7554bb2ca 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_TemporalAccumulation.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_TemporalAccumulation.compute @@ -18,7 +18,7 @@ // Depth and history depth TEXTURE2D_X(_DepthTexture); -TEXTURE2D_X_UINT(_ValidationBuffer); +TYPED_TEXTURE2D_X(uint, _ValidationBuffer); TEXTURE2D_X(_ClearCoatMaskTexture); // Input texture diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_TemporalStabilization.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_TemporalStabilization.compute index bbc29ab66ab..319721ab4f1 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_TemporalStabilization.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReBlur/ReBlur_TemporalStabilization.compute @@ -32,8 +32,8 @@ TEXTURE2D_X(_DenoiseInputTexture); TEXTURE2D_X(_StabilizationHistoryBuffer); TEXTURE2D_X(_HistoryBuffer); TEXTURE2D_X(_DepthTexture); -TEXTURE2D_X_UINT(_ValidationBuffer); -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint, _ValidationBuffer); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); // Output texture RW_TEXTURE2D_X(float4, _DenoiseOutputTextureRW); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute index cf2a10403f5..6eecfcd151c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute @@ -38,7 +38,7 @@ // Depth buffer of the current frame TEXTURE2D_X(_DepthTexture); // Stencil buffer of the current frame -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); int _ObjectMotionStencilBit; // Depth buffer of the previous frame TEXTURE2D_X(_HistoryDepthTexture); @@ -147,7 +147,7 @@ void ValidateHistory(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupTh } // Validation buffer that tells us if the history should be ignored for a given pixel. -TEXTURE2D_X_UINT(_ValidationBuffer); +TYPED_TEXTURE2D_X(uint, _ValidationBuffer); #ifdef HISTORY_IS_ARRAY // This buffer holds the previously accumualted signal TEXTURE2D_ARRAY(_HistoryBuffer); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RayTracingIndirectDiffuse.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RayTracingIndirectDiffuse.hlsl index 86a4b5f6dfe..abeec698df2 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RayTracingIndirectDiffuse.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RayTracingIndirectDiffuse.hlsl @@ -44,7 +44,7 @@ // The target acceleration structure that we will evaluate the reflexion in TEXTURE2D_X(_DepthTexture); -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); // Output structure of the reflection raytrace shader RW_TEXTURE2D_X(float4, _IndirectDiffuseTextureRW); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute index bdd0d815db6..4acd845cd52 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute @@ -29,7 +29,7 @@ #define RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE 8 TEXTURE2D_X(_DepthTexture); -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); RW_TEXTURE2D_X(float4, _RaytracingDirectionBuffer); [numthreads(RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE, 1)] diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayMarching.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayMarching.compute index f873e1722f2..7e04b3664fa 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayMarching.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayMarching.compute @@ -32,7 +32,7 @@ TEXTURE2D_X(_InputDepthTexture); // Input depth pyramid texture TEXTURE2D_X(_DepthTexture); // Stencil texture -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); // Input direction buffer RW_TEXTURE2D_X(float4, _RaytracingDirectionBuffer); // Input texture that holds the offset for every level of the depth pyramid diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace index 7159aa39e98..c1e71a96ec1 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace @@ -24,7 +24,7 @@ // Input texture TEXTURE2D_X(_DepthTexture); -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); // Output texture RW_TEXTURE2D_X(float4, _ThroughputTextureRW); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingAmbientOcclusion.raytrace b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingAmbientOcclusion.raytrace index e24bc6e257a..d5ab088cc34 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingAmbientOcclusion.raytrace +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingAmbientOcclusion.raytrace @@ -20,7 +20,7 @@ // The target acceleration structure that we will evaluate the reflexion in TEXTURE2D_X(_DepthTexture); -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); // Output structure of the reflection raytrace shader RW_TEXTURE2D_X(float, _AmbientOcclusionTextureRW); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingReflectionFilter.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingReflectionFilter.compute index f9930d22e54..a426d991d54 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingReflectionFilter.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingReflectionFilter.compute @@ -29,7 +29,7 @@ TEXTURE2D_X(_DepthTexture); TEXTURE2D_X(_SsrLightingTextureRW); TEXTURE2D_X(_DirectionPDFTexture); TEXTURE2D_X(_SsrClearCoatMaskTexture); -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); // Output Textures for the spatial filtering RW_TEXTURE2D_X(float4, _RaytracingReflectionTexture); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute index 5d326fbc5d6..12aa9dd3997 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.compute @@ -30,7 +30,7 @@ // Input data TEXTURE2D_X(_DepthTexture); -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); // Flag value that defines if a given pixel recieves reflections or not int _SsrStencilBit; TEXTURE2D_X(_SsrClearCoatMaskTexture); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace index d7e59f8bf0b..80f2270faa5 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Reflections/RaytracingReflections.raytrace @@ -44,7 +44,7 @@ TEXTURE2D_X(_DepthTexture); TEXTURE2D_X(_SsrClearCoatMaskTexture); // Flag value that defines if a given pixel recieves reflections or not -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); int _SsrStencilBit; // Output structure of the reflection raytrace shader diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.compute index bcac8513126..def31ddbec5 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.compute @@ -58,7 +58,7 @@ TEXTURE2D_X(_DepthTexture); // Flag value that defines if a given pixel is deferred or not -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); // Output buffers of the shadows raytrace shader RW_TEXTURE2D_X(float2, _AnalyticProbBuffer); 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 a676b22d4bc..03fa1be1f5c 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 @@ -52,6 +52,24 @@ internal ProfilingSampler profilingSampler /// public TargetBuffer targetDepthBuffer; + // The actual depth buffer has to follow some constraints, and thus may not be the same result as the target + // depth buffer that the user has requested. Apply these constraints and return a result. + internal TargetBuffer getConstrainedDepthBuffer() + { + TargetBuffer depth = targetDepthBuffer; + if (depth == TargetBuffer.Camera && + HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.dynamicResolutionSettings.enabled && + currentHDCamera.allowDynamicResolution && + injectionPoint == CustomPassInjectionPoint.AfterPostProcess) + { + // This custom pass is injected after postprocessing, and Dynamic Resolution Scaling is enabled, which + // means an upscaler is active. In this case, the camera color buffer is the full display resolution, + // but the camera depth buffer is a lower, pre-upscale resolution. So we cannot do depth testing here. + depth = TargetBuffer.None; + } + return depth; + } + /// /// What clear to apply when the color and depth buffer are bound /// @@ -324,7 +342,7 @@ virtual internal void ExecuteInternal(RenderGraph renderGraph, HDCamera hdCamera } // Set back the camera color buffer if we were using a custom buffer as target - if (customPass.targetDepthBuffer != TargetBuffer.Camera) + if (customPass.getConstrainedDepthBuffer() != TargetBuffer.Camera) CoreUtils.SetRenderTarget(ctx.cmd, outputColorBuffer); }); } @@ -361,16 +379,17 @@ bool IsMSAAEnabled(HDCamera hdCamera) // This function must be only called from the ExecuteInternal method (requires current render target and current RT manager) void SetCustomPassTarget(CommandBuffer cmd) { + TargetBuffer depth = getConstrainedDepthBuffer(); // In case all the buffer are set to none, we can't bind anything - if (targetColorBuffer == TargetBuffer.None && targetDepthBuffer == TargetBuffer.None) + if (targetColorBuffer == TargetBuffer.None && depth == TargetBuffer.None) return; RTHandle colorBuffer = (targetColorBuffer == TargetBuffer.Custom) ? currentRenderTarget.customColorBuffer.Value : currentRenderTarget.colorBufferRG; - RTHandle depthBuffer = (targetDepthBuffer == TargetBuffer.Custom) ? currentRenderTarget.customDepthBuffer.Value : currentRenderTarget.depthBufferRG; + RTHandle depthBuffer = (depth == TargetBuffer.Custom) ? currentRenderTarget.customDepthBuffer.Value : currentRenderTarget.depthBufferRG; - if (targetColorBuffer == TargetBuffer.None && targetDepthBuffer != TargetBuffer.None) + if (targetColorBuffer == TargetBuffer.None && depth != TargetBuffer.None) CoreUtils.SetRenderTarget(cmd, depthBuffer, clearFlags); - else if (targetColorBuffer != TargetBuffer.None && targetDepthBuffer == TargetBuffer.None) + else if (targetColorBuffer != TargetBuffer.None && depth == TargetBuffer.None) CoreUtils.SetRenderTarget(cmd, colorBuffer, clearFlags); else { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRPDefaultVolumeProfileSetting.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRPDefaultVolumeProfileSetting.cs index ff47063e35a..bf2110f1fd8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRPDefaultVolumeProfileSetting.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRPDefaultVolumeProfileSetting.cs @@ -69,9 +69,9 @@ public VolumeProfile volumeProfile #if UNITY_EDITOR //Overriding "Reset" in menu that is not called at HDRPDefaultVolumeProfileSettings creation such Reset() - struct ResetImplementation : IRenderPipelineGraphicsSettingsContextMenu + struct ResetImplementation : IRenderPipelineGraphicsSettingsContextMenu2 { - public void PopulateContextMenu(HDRPDefaultVolumeProfileSettings setting, PropertyDrawer drawer, ref GenericMenu menu) + public void PopulateContextMenu(HDRPDefaultVolumeProfileSettings setting, SerializedProperty _, ref GenericMenu menu) { void Reset() { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute index 142c5d0302d..03ae1f2ef86 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute @@ -27,7 +27,7 @@ TEXTURE2D_X_MSAA(uint2, _StencilTexture); RW_TEXTURE2D_X(uint2, _OutputStencilBuffer); #else -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); #endif // TODO: Wasting 3 bytes here per entry, but still better than a texture as can be scalar read. diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl index 6a0b8b93bff..a3ed592172e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl @@ -196,21 +196,29 @@ SurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normalWS,con color.a = SampleCurve(i.VFX_VARYING_ALPHA_REMAP, color.a); #endif + float frontFaceSign = frontFace ? 1.0f : -1.0f; + #if defined(VFX_VARYING_BAKE_DIFFUSE_LIGHTING) surfaceData.bakeDiffuseLighting0 = i.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[0]; surfaceData.bakeDiffuseLighting1 = i.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[1]; surfaceData.bakeDiffuseLighting2 = i.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[2]; + surfaceData.bakeDiffuseLighting2.xyz *= frontFaceSign; #endif - #ifdef VFX_VARYING_TANGENT - float signBitangent = frontFace ? 1.0f : -1.0f; - surfaceData.tangentWS = float4(i.VFX_VARYING_TANGENT.xyz,signBitangent); + #if defined(VFX_VARYING_TANGENT) + #if VFX_PRIMITIVE_QUAD || VFX_PRIMITIVE_TRIANGLE || VFX_PRIMITIVE_OCTAGON + float4 tangentWS = float4(i.VFX_VARYING_TANGENT, -1.0f); + #else + float4 tangentWS = i.VFX_VARYING_TANGENT; + #endif #else - surfaceData.tangentWS = float4(1,0,0,1); + float4 tangentWS = float4(1,0,0,1); #endif - surfaceData.baseColor.a = mapAlpha; + surfaceData.tangentWS = tangentWS; + surfaceData.bitangentWS = cross(normalWS, surfaceData.tangentWS.xyz) * frontFaceSign * tangentWS.w * GetOddNegativeScale(); + surfaceData.baseColor.a = mapAlpha; #endif color = VFXApplySoftParticleFade(i, color); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/UnderWaterUtilities.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/UnderWaterUtilities.hlsl index 4716bd7c0ca..e5b556d9398 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/UnderWaterUtilities.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/UnderWaterUtilities.hlsl @@ -18,7 +18,7 @@ // Buffers used for refraction sorting #if defined(SUPPORT_WATER_ABSORPTION) || defined (_TRANSPARENT_REFRACTIVE_SORT) -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); TEXTURE2D_X(_RefractiveDepthBuffer); #endif diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/WaterLine.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/WaterLine.compute index 3c595270ffe..0557f3ddc4e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/WaterLine.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/WaterLine.compute @@ -11,7 +11,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Water/Shaders/UnderWaterUtilities.hlsl" -TEXTURE2D_X_UINT2(_StencilTexture); +TYPED_TEXTURE2D_X(uint2, _StencilTexture); TEXTURE2D_X(_DepthTexture); // 1D WaterLine Buffer, contains the vertical (along upVector) height of the water line diff --git a/Packages/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs b/Packages/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs index 7f2e06d4e42..0ba9bca43f2 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs @@ -89,7 +89,7 @@ class MaterialPostprocessor : AssetPostprocessor internal static List s_ImportedAssetThatNeedSaving = new List(); internal static bool s_NeedsSavingAssets = false; - internal static readonly Action[] k_Upgraders = { UpgradeV1, UpgradeV2, UpgradeV3, UpgradeV4, UpgradeV5, UpgradeV6, UpgradeV7, UpgradeV8, UpgradeV9 }; + internal static readonly Action[] k_Upgraders = { UpgradeV1, UpgradeV2, UpgradeV3, UpgradeV4, UpgradeV5, UpgradeV6, UpgradeV7, UpgradeV8, UpgradeV9, UpgradeV10 }; static internal void SaveAssetsToDisk() { @@ -416,7 +416,7 @@ static void UpgradeV8(Material material, ShaderID shaderID) // We want to disable the custom motion vector pass for SpeedTrees which won't have any // vertex animation due to no wind. This is done to prevent performance regression from - // rendering trees with no motion vector output. + // rendering trees with no motion vector output. static void UpgradeV9(Material material, ShaderID shaderID) { if(shaderID != ShaderID.SpeedTree8) @@ -429,6 +429,19 @@ static void UpgradeV9(Material material, ShaderID shaderID) material.SetShaderPassEnabled(MotionVectorRenderPass.k_MotionVectorsLightModeTag, motionVectorPassEnabled); } } + + // Changed the emission-toggle evaluation. Need to make sure materials which enabled emission previously, still + // enable it after this fix. + static void UpgradeV10(Material material, ShaderID shaderID) + { + if ((material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0) + { + material.globalIlluminationFlags |= MaterialGlobalIlluminationFlags.BakedEmissive; + if (material.HasProperty(Property.EmissionColor)) + MaterialEditor.FixupEmissiveFlag(material); + CoreUtils.SetKeyword(material, ShaderKeywordStrings._EMISSION, (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.AnyEmissive) != 0); + } + } } // Upgraders v1 diff --git a/Packages/com.unity.render-pipelines.universal/Editor/Converter/PPv2/PPv2Converter.cs b/Packages/com.unity.render-pipelines.universal/Editor/Converter/PPv2/PPv2Converter.cs index 8820598395c..ba27eb5de86 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/Converter/PPv2/PPv2Converter.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/Converter/PPv2/PPv2Converter.cs @@ -52,7 +52,7 @@ public override void OnInitialize(InitializeConverterContext context, Action cal // Components First using var componentContext = Search.SearchService.CreateContext("asset", "urp=convert-ppv2component a=URPConverterIndex"); - using var componentItems = Search.SearchService.Request(componentContext); + using var componentItems = Search.SearchService.Request(componentContext, SearchFlags.Synchronous); { AddSearchItemsAsConverterAssetEntries(componentItems, context); } @@ -60,7 +60,7 @@ public override void OnInitialize(InitializeConverterContext context, Action cal // Then ScriptableObjects using var scriptableObjectContext = Search.SearchService.CreateContext("asset", "urp=convert-ppv2scriptableobject a=URPConverterIndex "); - using var scriptableObjectItems = Search.SearchService.Request(scriptableObjectContext); + using var scriptableObjectItems = Search.SearchService.Request(scriptableObjectContext, SearchFlags.Synchronous); { AddSearchItemsAsConverterAssetEntries(scriptableObjectItems, context); } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template b/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template index 2eb55a8f122..620c04519e8 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalPass.template @@ -69,7 +69,7 @@ Pass #define GBUFFER3 0 #define GBUFFER4 1 FRAMEBUFFER_INPUT_X_HALF(GBUFFER3); - FRAMEBUFFER_INPUT_X_HALF(GBUFFER4); + FRAMEBUFFER_INPUT_X_UINT(GBUFFER4); #endif // -------------------------------------------------- diff --git a/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Black.mat b/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Black.mat index 2d15203f0f2..b9b9f0afa7c 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Black.mat +++ b/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Black.mat @@ -133,4 +133,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 10 diff --git a/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Gold.mat b/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Gold.mat index d3f8241a25b..c018ea6e9e7 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Gold.mat +++ b/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Gold.mat @@ -133,4 +133,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 10 diff --git a/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Ground.mat b/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Ground.mat index 277b2bf086b..3fc07fb997b 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Ground.mat +++ b/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/Ground.mat @@ -133,4 +133,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 10 diff --git a/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/White.mat b/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/White.mat index fbeb823ecc2..fb2ecdea273 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/White.mat +++ b/Packages/com.unity.render-pipelines.universal/Editor/SceneTemplates/Standard/Materials/White.mat @@ -133,4 +133,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 10 diff --git a/Packages/com.unity.render-pipelines.universal/Editor/Settings/PropertyDrawers/URPDefaultVolumeProfileSettingsPropertyDrawer.cs b/Packages/com.unity.render-pipelines.universal/Editor/Settings/PropertyDrawers/URPDefaultVolumeProfileSettingsPropertyDrawer.cs index 461742b9dd3..11f03010f52 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/Settings/PropertyDrawers/URPDefaultVolumeProfileSettingsPropertyDrawer.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/Settings/PropertyDrawers/URPDefaultVolumeProfileSettingsPropertyDrawer.cs @@ -86,7 +86,7 @@ protected override VisualElement CreateAssetFieldUI() return profileLine; } - public class URPDefaultVolumeProfileSettingsContextMenu : DefaultVolumeProfileSettingsContextMenu + public class URPDefaultVolumeProfileSettingsContextMenu : DefaultVolumeProfileSettingsContextMenu2 { protected override string defaultVolumeProfilePath => "Assets/VolumeProfile_Default.asset"; } 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 f6d58ea6fba..5330758fd7c 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs @@ -943,8 +943,7 @@ public static void SetMaterialKeywords(Material material, Action shadi if (material.HasProperty(Property.EmissionColor)) MaterialEditor.FixupEmissiveFlag(material); - bool shouldEmissionBeEnabled = - (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; + bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.AnyEmissive) != 0; // Not sure what this is used for, I don't see this property declared by any Unity shader in our repo... // I'm guessing it is some kind of legacy material upgrade support thing? Or maybe just dead code now... diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl index e310f11f646..034743f2b48 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DepthNormalsOnlyPass.hlsl @@ -14,7 +14,7 @@ void frag( PackedVaryings packedInput , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -58,8 +58,7 @@ void frag( #endif #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl index af0289a3c16..56910d9701c 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl @@ -87,7 +87,7 @@ void frag( PackedVaryings packedInput , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -168,7 +168,6 @@ void frag( outColor = color; #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } 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 cdcbe5cb3c3..cb995ade174 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 @@ -211,7 +211,7 @@ void Frag(PackedVaryings packedInput, #ifdef _DECAL_LAYERS #ifdef _RENDER_PASS_ENABLED - uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_X_INPUT(GBUFFER4, positionCS.xy).r); + uint surfaceRenderingLayer = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER4, positionCS.xy).r; #else uint surfaceRenderingLayer = LoadSceneRenderingLayer(positionCS.xy); #endif diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SixWayForwardPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SixWayForwardPass.hlsl index fdcf3970cb8..4ffb1759fb9 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SixWayForwardPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SixWayForwardPass.hlsl @@ -57,7 +57,7 @@ void frag( , out half4 outColor : SV_Target0 , bool frontFace : FRONT_FACE_SEMANTIC #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) @@ -103,6 +103,9 @@ void frag( surfaceData.diffuseGIData0 = unpacked.diffuseGIData0; surfaceData.diffuseGIData1 = unpacked.diffuseGIData1; surfaceData.diffuseGIData2 = unpacked.diffuseGIData2; + if(!frontFace) + surfaceData.diffuseGIData2.xyz *= -1.0f; + #if defined(_SIX_WAY_COLOR_ABSORPTION) surfaceData.absorptionRange = INV_PI + saturate(surfaceDescription.AbsorptionStrength) * (1 - INV_PI); #endif @@ -116,7 +119,6 @@ void frag( outColor = color; #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl index 24e9f028b72..8b684185df8 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl @@ -35,7 +35,7 @@ void frag( PackedVaryings packedInput , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -90,7 +90,6 @@ void frag( outColor = finalColor; #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl index 0407e781017..3290545a8ba 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl @@ -253,7 +253,7 @@ Varyings BuildVaryings(Attributes input #endif #if defined(VARYINGS_NEED_SIX_WAY_DIFFUSE_GI_DATA) - GatherDiffuseGIData(vertexInput.positionWS, normalWS.xyz, tangentWS.xyz, output.diffuseGIData0, output.diffuseGIData1, output.diffuseGIData2); + GatherDiffuseGIData(vertexInput.positionWS, normalWS.xyz, tangentWS, output.diffuseGIData0, output.diffuseGIData1, output.diffuseGIData2); #endif } 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 651e7b7aceb..24782977ce9 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 @@ -237,7 +237,7 @@ public static PassDescriptor Forward(UniversalTarget target, KeywordCollection k pragmas = CorePragmas.Forward, defines = new DefineCollection { CoreDefines.UseFragmentFog }, keywords = new KeywordCollection { keywords }, - includes = new IncludeCollection { UnlitIncludes.Unlit }, + includes = new IncludeCollection { UnlitIncludes.Forward }, // Custom Interpolator Support customInterpolators = CoreCustomInterpDescriptors.Common @@ -390,8 +390,9 @@ static class UnlitKeywords public static readonly KeywordCollection GBuffer = new KeywordCollection { - { CoreKeywordDescriptors.DBuffer }, - { CoreKeywordDescriptors.ScreenSpaceAmbientOcclusion }, + CoreKeywordDescriptors.DBuffer, + CoreKeywordDescriptors.ScreenSpaceAmbientOcclusion, + CoreKeywordDescriptors.RenderPassEnabled, }; } #endregion @@ -402,7 +403,7 @@ static class UnlitIncludes const string kUnlitPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitPass.hlsl"; const string kUnlitGBufferPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/UnlitGBufferPass.hlsl"; - public static IncludeCollection Unlit = new IncludeCollection + public static IncludeCollection Forward = new IncludeCollection { // Pre-graph { CoreIncludes.DOTSPregraph }, @@ -411,6 +412,7 @@ static class UnlitIncludes { CoreIncludes.CorePregraph }, { CoreIncludes.ShaderGraphPregraph }, { CoreIncludes.DBufferPregraph }, + { CoreIncludes.WriteRenderLayersPregraph }, // Post-graph { CoreIncludes.CorePostgraph }, @@ -424,6 +426,7 @@ static class UnlitIncludes { CoreIncludes.CorePregraph }, { CoreIncludes.ShaderGraphPregraph }, { CoreIncludes.DBufferPregraph }, + { CoreIncludes.WriteRenderLayersPregraph }, // Post-graph { CoreIncludes.CorePostgraph }, diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs index 15f93c2d219..287c1658e2e 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs @@ -598,7 +598,7 @@ internal static void UpdateMaterialKeywords(Material material) // or is enabled and may be modified at runtime. This state depends on the values of the current flag and emissive color. // The fixup routine makes sure that the material is in the correct state if/when changes are made to the mode or color. MaterialEditor.FixupEmissiveFlag(material); - bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0; + bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.AnyEmissive) != 0; CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled); UniversalRenderPipelineMaterialUpgrader.DisableKeywords(material); } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs index e9cd339c2eb..f67e208fb9c 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRendererDataEditor.cs @@ -18,6 +18,7 @@ private static class Styles public static readonly GUIContent PostProcessIncluded = EditorGUIUtility.TrTextContent("Enabled", "Enables the use of post processing effects within the scene. If disabled, Unity excludes post processing renderer Passes, shaders and textures from the build."); public static readonly GUIContent PostProcessLabel = EditorGUIUtility.TrTextContent("Data", "The asset containing references to shaders and Textures that the Renderer uses for post-processing."); public static readonly GUIContent FilteringSectionLabel = EditorGUIUtility.TrTextContent("Filtering", "Settings that controls and define which layers the renderer draws."); + public static readonly GUIContent PrepassMask = EditorGUIUtility.TrTextContent("Prepass Layer Mask", "Controls which prepass layers this renderer draws. It applies to any prepass."); public static readonly GUIContent OpaqueMask = EditorGUIUtility.TrTextContent("Opaque Layer Mask", "Controls which opaque layers this renderer draws."); public static readonly GUIContent TransparentMask = EditorGUIUtility.TrTextContent("Transparent Layer Mask", "Controls which transparent layers this renderer draws."); @@ -45,6 +46,7 @@ private static class Styles public static readonly GUIContent deferredPlusIncompatibleWarning = EditorGUIUtility.TrTextContent("Deferred+ is only available with Render Graph. In compatibility mode, Deferred+ falls back to Forward+."); } + SerializedProperty m_PrepassLayerMask; SerializedProperty m_OpaqueLayerMask; SerializedProperty m_TransparentLayerMask; SerializedProperty m_RenderingMode; @@ -64,6 +66,7 @@ private static class Styles private void OnEnable() { + m_PrepassLayerMask = serializedObject.FindProperty("m_PrepassLayerMask"); m_OpaqueLayerMask = serializedObject.FindProperty("m_OpaqueLayerMask"); m_TransparentLayerMask = serializedObject.FindProperty("m_TransparentLayerMask"); m_RenderingMode = serializedObject.FindProperty("m_RenderingMode"); @@ -160,6 +163,11 @@ public override void OnInspectorGUI() EditorGUILayout.LabelField(Styles.FilteringSectionLabel, EditorStyles.boldLabel); EditorGUI.indentLevel++; + if (GraphicsSettings.TryGetRenderPipelineSettings(out var renderGraphSettings) + && !renderGraphSettings.enableRenderCompatibilityMode) + { + EditorGUILayout.PropertyField(m_PrepassLayerMask, Styles.PrepassMask); + } EditorGUILayout.PropertyField(m_OpaqueLayerMask, Styles.OpaqueMask); EditorGUILayout.PropertyField(m_TransparentLayerMask, Styles.TransparentMask); EditorGUI.indentLevel--; @@ -222,8 +230,7 @@ public override void OnInspectorGUI() EditorGUI.indentLevel--; - if (GraphicsSettings.TryGetRenderPipelineSettings(out var renderGraphSettings) - && renderGraphSettings.enableRenderCompatibilityMode) + if (renderGraphSettings != null && renderGraphSettings.enableRenderCompatibilityMode) { EditorGUILayout.Space(); EditorGUILayout.LabelField(Styles.RenderPassSectionLabel, EditorStyles.boldLabel); 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 9820c7dce8e..a36f76d3e07 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 @@ -46,7 +46,7 @@ Pass #define GBUFFER3 0 #define GBUFFER4 1 FRAMEBUFFER_INPUT_X_HALF(GBUFFER3); - FRAMEBUFFER_INPUT_X_HALF(GBUFFER4); + FRAMEBUFFER_INPUT_X_UINT(GBUFFER4); #endif struct ps_input @@ -117,6 +117,7 @@ Pass // We can not use usual GBuffer functions (etc. BRDFDataToGbuffer) as we use alpha for blending half3 packedNormalWS = PackGBufferNormal(decalSurfaceData.normalWS.xyz); + fragmentOutput = (GBufferFragOutput)0; fragmentOutput.gBuffer0 = half4(decalSurfaceData.baseColor.rgb, decalSurfaceData.baseColor.a); fragmentOutput.gBuffer1 = 0; fragmentOutput.gBuffer2 = half4(packedNormalWS, decalSurfaceData.normalWS.a); @@ -125,20 +126,27 @@ Pass #else fragmentOutput.color = 0; #endif - #if defined(GBUFFER_FEATURE_DEPTH) - fragmentOutput.depth = inputData.positionCS.z; - #endif - #if defined(GBUFFER_FEATURE_SHADOWMASK) fragmentOutput.shadowMask = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) #endif + } #pragma fragment frag void frag(VFX_VARYING_PS_INPUTS i, out GBufferFragOutput fragmentOutput) { + #pragma warning (disable : 3578) // The output value isn't completely initialized. + GBufferFragOutput tempFragmentOutput = (GBufferFragOutput)0; UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i) - VFXComputePixelOutputToGBuffer(i, fragmentOutput); + VFXComputePixelOutputToGBuffer(i, tempFragmentOutput); + fragmentOutput.gBuffer0 = tempFragmentOutput.gBuffer0; + fragmentOutput.gBuffer1 = tempFragmentOutput.gBuffer1; + fragmentOutput.gBuffer2 = tempFragmentOutput.gBuffer2; + fragmentOutput.color = tempFragmentOutput.color; + #if defined(GBUFFER_FEATURE_SHADOWMASK) + fragmentOutput.shadowMask = tempFragmentOutput.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) + #endif + #pragma warning (default : 3578) // Restore output value isn't completely initialized. } ENDHLSL } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXDecal.template b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXDecal.template index 09f18abbe69..24139318f9f 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXDecal.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXDecal.template @@ -42,7 +42,7 @@ void VFXGetSurfaceDecalData(out DecalSurfaceData surfaceData, out PositionInputs //Check Rendering layer #ifdef _DECAL_LAYERS #ifdef _RENDER_PASS_ENABLED - uint surfaceRenderingLayer = DecodeMeshRenderingLayer(LOAD_FRAMEBUFFER_X_INPUT(GBUFFER4, positionCS.xy).r); + uint surfaceRenderingLayer = LOAD_FRAMEBUFFER_X_INPUT(GBUFFER4, positionCS.xy).r; #else uint surfaceRenderingLayer = LoadSceneRenderingLayer(positionCS.xy); #endif diff --git a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXLit.template b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXLit.template index b4bd10b7a62..77cdb03113c 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXLit.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXLit.template @@ -12,7 +12,7 @@ void VFXGetURPLitData(out SurfaceData surfaceData, out InputData inputData, VFX_ float4 posSS = i.VFX_VARYING_POSCS; PositionInputs posInput = GetPositionInput(posSS.xy, _ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex); - surfaceData = VFXGetSurfaceData(i, normalWS, uvData); + surfaceData = VFXGetSurfaceData(i, normalWS, uvData, frontFace); inputData = VFXGetInputData(i, posInput, normalWS, frontFace); } #endif diff --git a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template index 01ae62beb01..ffc45bee129 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template @@ -26,7 +26,12 @@ void EvaluateProbesSixWay(inout VFX_VARYING_PS_INPUTS input) { float3 positionWS = GetAbsolutePositionWS(input.VFX_VARYING_POSWS); float3 normalWS = input.VFX_VARYING_NORMAL.xyz; - float3 tangentWS = input.VFX_VARYING_TANGENT.xyz; + + #if VFX_PRIMITIVE_QUAD || VFX_PRIMITIVE_TRIANGLE || VFX_PRIMITIVE_OCTAGON + float4 tangentWS = float4(input.VFX_VARYING_TANGENT, -1.0f); + #else + float4 tangentWS = input.VFX_VARYING_TANGENT; + #endif GatherDiffuseGIData(positionWS, normalWS, tangentWS, input.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[0], input.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[1], diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs index 31fcceb8ea0..ef347591090 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs @@ -76,7 +76,6 @@ public SettingsPanel(DebugDisplaySettingsLighting data) { displayName = "Lighting Debug Modes", flags = DebugUI.Flags.FrequentlyUsed, - isHeader = true, opened = true, children = { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs index 08cdaa7c5a3..8ea1f226070 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs @@ -511,7 +511,6 @@ public SettingsPanel(DebugDisplaySettingsMaterial data) { displayName = "Material Filters", flags = DebugUI.Flags.FrequentlyUsed, - isHeader = true, opened = true, children = { @@ -533,7 +532,6 @@ public SettingsPanel(DebugDisplaySettingsMaterial data) AddWidget(new DebugUI.Foldout { displayName = "Material Validation", - isHeader = true, opened = true, children = { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs index b778dfcfa61..fab8197fb74 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs @@ -553,7 +553,6 @@ public SettingsPanel(DebugDisplaySettingsRendering data) { displayName = "Rendering Debug", flags = DebugUI.Flags.FrequentlyUsed, - isHeader = true, opened = true, children = { @@ -575,7 +574,6 @@ public SettingsPanel(DebugDisplaySettingsRendering data) AddWidget(new DebugUI.Foldout { displayName = "Pixel Validation", - isHeader = true, opened = true, children = { @@ -597,7 +595,6 @@ public SettingsPanel(DebugDisplaySettingsRendering data) AddWidget(new DebugUI.Foldout { displayName = "HDR Output", - isHeader = true, opened = true, children = { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs index 4add3b72b62..69c30e129fb 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs @@ -162,6 +162,8 @@ internal bool IsRenderPassSupported } } + internal bool IsDepthPrimingCompatible => RenderingSettings.sceneOverrideMode != DebugSceneOverrideMode.Wireframe; + internal int stpDebugViewIndex { get { return RenderingSettings.stpDebugViewIndex; } } internal DebugHandler() diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugRenderSetup.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugRenderSetup.cs index b337948dd14..5afa086f4ad 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugRenderSetup.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugRenderSetup.cs @@ -147,6 +147,16 @@ internal RenderStateBlock GetRenderStateBlock(RenderStateBlock renderStateBlock) break; } + case DebugSceneOverrideMode.Wireframe: + { + // Disable culling to see all lines + renderStateBlock.rasterState = new RasterState( + cullingMode: CullMode.Off + ); + + renderStateBlock.mask = RenderStateMask.Raster; + break; + } case DebugSceneOverrideMode.SolidWireframe: case DebugSceneOverrideMode.ShadedWireframe: { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/UniversalRenderPipelineDebugDisplayStats.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/UniversalRenderPipelineDebugDisplayStats.cs index af8332668c0..f94639a83cd 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/UniversalRenderPipelineDebugDisplayStats.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/UniversalRenderPipelineDebugDisplayStats.cs @@ -45,7 +45,6 @@ public override void RegisterDebugUI(List list) var detailedStatsFoldout = new DebugUI.Foldout { displayName = "Detailed Stats", - isHeader = true, opened = false, children = { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalRenderingData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalRenderingData.cs index a9eef0b9de7..bdae4a24f68 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalRenderingData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalRenderingData.cs @@ -48,6 +48,11 @@ internal CommandBuffer commandBuffer /// public RenderingMode renderingMode { get; internal set; } + /// + /// The layer mask set on the renderer to filter prepass objects. + /// + public LayerMask prepassLayerMask { get; internal set; } + /// /// The layer mask set on the renderer to filter opaque objects. /// @@ -72,6 +77,7 @@ public override void Reset() perObjectData = default; renderingMode = default; stencilLodCrossFadeEnabled = default; + prepassLayerMask = -1; opaqueLayerMask = -1; transparentLayerMask = -1; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/Decal.mat b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/Decal.mat index 89081d863f4..304601ab7db 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/Decal.mat +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/Decal.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 10 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -140,3 +140,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat index 18f260d573b..86823912f59 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 10 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -151,3 +151,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/ParticlesUnlit.mat b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/ParticlesUnlit.mat index 6e9d2852e77..f1f5bc98cbd 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/ParticlesUnlit.mat +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/ParticlesUnlit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 10 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -136,3 +136,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/SimpleLit.mat b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/SimpleLit.mat index ff3d3f71f07..b866ab3a9f3 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/SimpleLit.mat +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/SimpleLit.mat @@ -116,6 +116,7 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} m_BuildTextureStacks: [] + m_AllowLocking: 1 --- !u!114 &2591765247069500558 MonoBehaviour: m_ObjectHideFlags: 11 @@ -128,4 +129,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 10 diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat index 17746b80f73..6d13b0e0629 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 9 + version: 10 --- !u!21 &2100000 Material: serializedVersion: 8 @@ -171,3 +171,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} m_BuildTextureStacks: [] + m_AllowLocking: 1 diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs index 00f8991a4b8..322128eacc0 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs @@ -292,7 +292,27 @@ public void Render(RenderGraph renderGraph, TextureHandle destination, TextureHa // binding a dummy color target as a workaround to NRP depth only rendering limitation: // "Attempting to render to a depth only surface with no dummy color attachment" if (cameraData.xr.enabled && cameraData.xr.copyDepth) - builder.SetRenderAttachment(resourceData.backBufferColor, 0); + { + RenderTargetInfo backBufferDesc = renderGraph.GetRenderTargetInfo(resourceData.backBufferColor); + // In the case where MSAA is enabled, we have to bind a different dummy texture + // This is to ensure that we don't render black in the resolve result of the color backbuffer + // This also makes this pass unmergeable in this case, potentially impacting performance + if (backBufferDesc.msaaSamples > 1) + { + TextureHandle dummyXRRenderTarget = renderGraph.CreateTexture(new TextureDesc(backBufferDesc.width, backBufferDesc.height, false, true) + { + name = "XR Copy Depth Dummy Render Target", + slices = backBufferDesc.volumeDepth, + format = backBufferDesc.format, + msaaSamples = (MSAASamples)backBufferDesc.msaaSamples, + clearBuffer = false, + bindTextureMS = backBufferDesc.bindMS + }); + builder.SetRenderAttachment(dummyXRRenderTarget, 0); + } + else + builder.SetRenderAttachment(resourceData.backBufferColor, 0); + } #endif } else diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ReflectionProbeManager.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ReflectionProbeManager.cs index f7f001913b3..bf10654ac94 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ReflectionProbeManager.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ReflectionProbeManager.cs @@ -329,6 +329,7 @@ public void Dispose() m_AtlasTexture0.Release(); m_AtlasTexture0Handle.Release(); } + m_AtlasAllocator.Dispose(); Object.DestroyImmediate(m_AtlasTexture0); Object.DestroyImmediate(m_AtlasTexture1); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs index b50d7ea9ffe..ba3aed0060e 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs @@ -83,7 +83,7 @@ internal static bool RequireRenderingLayers(List rend } /// - /// Setups properties that are needed for accessing rendering layers texture. + /// Sets property that is needed to write into rendering layers texture. /// /// Used command buffer /// The mask size of rendering layers texture @@ -92,11 +92,8 @@ internal static void SetupProperties(RasterCommandBuffer cmd, MaskSize maskSize) { int bits = GetBits(maskSize); - // Pre-computes properties used for packing/unpacking uint maxInt = bits != 32 ? (1u << bits) - 1u : uint.MaxValue; - float rcpMaxInt = Unity.Mathematics.math.rcp(maxInt); cmd.SetGlobalInt(ShaderPropertyId.renderingLayerMaxInt, (int)maxInt); - cmd.SetGlobalFloat(ShaderPropertyId.renderingLayerRcpMaxInt, rcpMaxInt); } /// @@ -107,21 +104,12 @@ public static GraphicsFormat GetFormat(MaskSize maskSize) switch (maskSize) { case MaskSize.Bits8: - return GraphicsFormat.R8_UNorm; + return GraphicsFormat.R8_UInt; case MaskSize.Bits16: - { - //webgpu does not support r16_unorm as a render target format -#if UNITY_2023_2_OR_NEWER - if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.WebGPU) - { - return GraphicsFormat.R32_SFloat; - } -#endif - return GraphicsFormat.R16_UNorm; - } + return GraphicsFormat.R16_UInt; case MaskSize.Bits24: case MaskSize.Bits32: - return GraphicsFormat.R32_SFloat; + return GraphicsFormat.R32_UInt; default: throw new NotImplementedException(); } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index 09aa7af014f..0a112a80c68 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -751,7 +751,16 @@ public void Dispose() if (rendererFeatures[i] == null) continue; - rendererFeatures[i].Dispose(); + try + { + // Guard the renderer feature Dispose() call so if it raises any exception, + // it doesn't leave the renderer in a partially destructed state. + rendererFeatures[i].Dispose(); + } + catch (Exception e) + { + Debug.LogException(e); + } } Dispose(true); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPDefaultVolumeProfileSetting.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPDefaultVolumeProfileSetting.cs index 2ad51c6f066..ca1a4e826da 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPDefaultVolumeProfileSetting.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPDefaultVolumeProfileSetting.cs @@ -92,9 +92,9 @@ public VolumeProfile volumeProfile #if UNITY_EDITOR //Overriding "Reset" in menu that is not called at URPDefaultVolumeProfileSettings creation such Reset() - struct ResetImplementation : IRenderPipelineGraphicsSettingsContextMenu + struct ResetImplementation : IRenderPipelineGraphicsSettingsContextMenu2 { - public void PopulateContextMenu(URPDefaultVolumeProfileSettings setting, PropertyDrawer drawer, ref GenericMenu menu) + public void PopulateContextMenu(URPDefaultVolumeProfileSettings setting, SerializedProperty _, ref GenericMenu menu) { void Reset() { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Tiling/TilingJob.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Tiling/TilingJob.cs index e23240fc532..a6b422468fa 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Tiling/TilingJob.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Tiling/TilingJob.cs @@ -112,8 +112,6 @@ bool SpherePointIsValid(float3 p) => light.lightType == LightType.Point || if (SpherePointIsValid(sphereBoundX0)) ExpandY(sphereBoundX0); if (SpherePointIsValid(sphereBoundX1)) ExpandY(sphereBoundX1); - m_TileYRange.Clamp(0, (short)(tileCount.y - 1)); - if (light.lightType == LightType.Spot) { // Cone base @@ -191,22 +189,12 @@ bool ConicPointIsValid(float3 p) => // from the light position. GetConeSideTangentPoints(lightPositionVS, lightDirectionVS, cosHalfAngle, baseRadius, coneHeight, range, coneU, coneV, out var l1, out var l2); - // Inside the above function there is a check: - // if (math.dot(math.normalize(-vertex), axis) >= cosHalfAngle) - // return; - // So l1 and l2 can be zero vectors. - - // Check for division by 0 - if ((l1.x != 0.0f) && (l1.y != 0.0f) && (l1.z != 0.0f)) { var planeNormal = math.float3(0, 1, viewPlaneBottoms[m_ViewIndex]); var l1t = math.dot(-lightPositionVS, planeNormal) / math.dot(l1, planeNormal); var l1x = lightPositionVS + l1 * l1t; if (l1t >= 0 && l1t <= 1 && l1x.z >= near) ExpandY(l1x); } - - // Check for division by 0 - if ((l2.x != 0.0f) && (l2.y != 0.0f) && (l2.z != 0.0f)) { var planeNormal = math.float3(0, 1, viewPlaneTops[m_ViewIndex]); var l1t = math.dot(-lightPositionVS, planeNormal) / math.dot(l1, planeNormal); @@ -214,6 +202,8 @@ bool ConicPointIsValid(float3 p) => if (l1t >= 0 && l1t <= 1 && l1x.z >= near) ExpandY(l1x); } + m_TileYRange.Clamp(0, (short)(tileCount.y - 1)); + // Calculate tile plane ranges for cone. for (var planeIndex = m_TileYRange.start + 1; planeIndex <= m_TileYRange.end; planeIndex++) { @@ -225,25 +215,18 @@ bool ConicPointIsValid(float3 p) => var planeNormal = math.float3(0, 1, -planeY); // Intersect lines with y-plane and clip if needed. - // Check for division by 0 - if ((l1.x != 0.0f) && (l1.y != 0.0f) && (l1.z != 0.0f)) - { - var l1t = math.dot(-lightPositionVS, planeNormal) / math.dot(l1, planeNormal); - var l1x = lightPositionVS + l1 * l1t; - if (l1t >= 0 && l1t <= 1 && l1x.z >= near) planeRange.Expand((short)ViewToTileSpace(l1x).x); - } - // Check for division by 0 - if ((l2.x != 0.0f) && (l2.y != 0.0f) && (l2.z != 0.0f)) - { - var l2t = math.dot(-lightPositionVS, planeNormal) / math.dot(l2, planeNormal); - var l2x = lightPositionVS + l2 * l2t; - if (l2t >= 0 && l2t <= 1 && l2x.z >= near) planeRange.Expand((short)ViewToTileSpace(l2x).x); - } + var l1t = math.dot(-lightPositionVS, planeNormal) / math.dot(l1, planeNormal); + var l1x = lightPositionVS + l1 * l1t; + if (l1t >= 0 && l1t <= 1 && l1x.z >= near) planeRange.Expand((short)math.clamp(ViewToTileSpace(l1x).x, 0, tileCount.x - 1)); + + var l2t = math.dot(-lightPositionVS, planeNormal) / math.dot(l2, planeNormal); + var l2x = lightPositionVS + l2 * l2t; + if (l2t >= 0 && l2t <= 1 && l2x.z >= near) planeRange.Expand((short)math.clamp(ViewToTileSpace(l2x).x, 0, tileCount.x - 1)); if (IntersectCircleYPlane(planeY, baseCenter, lightDirectionVS, baseUY, baseVY, baseRadius, out var circleTile0, out var circleTile1)) { - if (circleTile0.z >= near) planeRange.Expand((short)ViewToTileSpace(circleTile0).x); - if (circleTile1.z >= near) planeRange.Expand((short)ViewToTileSpace(circleTile1).x); + if (circleTile0.z >= near) planeRange.Expand((short)math.clamp(ViewToTileSpace(circleTile0).x, 0, tileCount.x - 1)); + if (circleTile1.z >= near) planeRange.Expand((short)math.clamp(ViewToTileSpace(circleTile1).x, 0, tileCount.x - 1)); } if (coneIsClipping) @@ -253,53 +236,34 @@ bool ConicPointIsValid(float3 p) => var theta = FindNearConicYTheta(near, lightPositionVS, lightDirectionVS, r, coneU, coneV, y); var p0 = math.float3(EvaluateNearConic(near, lightPositionVS, lightDirectionVS, r, coneU, coneV, theta.x).x, y, near); var p1 = math.float3(EvaluateNearConic(near, lightPositionVS, lightDirectionVS, r, coneU, coneV, theta.y).x, y, near); - if (ConicPointIsValid(p0)) planeRange.Expand((short)ViewToTileSpace(p0).x); - if (ConicPointIsValid(p1)) planeRange.Expand((short)ViewToTileSpace(p1).x); + if (ConicPointIsValid(p0)) planeRange.Expand((short)math.clamp(ViewToTileSpace(p0).x, 0, tileCount.x - 1)); + if (ConicPointIsValid(p1)) planeRange.Expand((short)math.clamp(ViewToTileSpace(p1).x, 0, tileCount.x - 1)); } - // Do the sphere part of the spotlight - planeY = math.lerp(viewPlaneBottoms[m_ViewIndex], viewPlaneTops[m_ViewIndex], planeIndex * tileScaleInv.y); - GetSphereYPlaneHorizon(lightPositionVS, range, near, sphereClipRadius, planeY, out var sphereTile0, out var sphereTile1); - if (SpherePointIsValid(sphereTile0)) planeRange.Expand((short)ViewToTileSpace(sphereTile0).x); - if (SpherePointIsValid(sphereTile1)) planeRange.Expand((short)ViewToTileSpace(sphereTile1).x); - - // Only consider ranges that intersect the tiling extents. - // The logic in the below 'if' statement is a simplification of: - // !((planeRange.start < 0) && (planeRange.end < 0)) && !((planeRange.start > tileCount.x - 1) && (planeRange.end > tileCount.x - 1)) - if (((planeRange.start >= 0) || (planeRange.end >= 0)) && ((planeRange.start <= tileCount.x - 1) || (planeRange.end <= tileCount.x - 1))) - { - // Write to tile ranges above and below the plane. Note that at `m_Offset` we store Y-range. - var tileIndex = m_Offset + 1 + planeIndex; - planeRange.Clamp(0, (short)(tileCount.x - 1)); - tileRanges[tileIndex] = InclusiveRange.Merge(tileRanges[tileIndex], planeRange); - tileRanges[tileIndex - 1] = InclusiveRange.Merge(tileRanges[tileIndex - 1], planeRange); - } + // Write to tile ranges above and below the plane. Note that at `m_Offset` we store Y-range. + var tileIndex = m_Offset + 1 + planeIndex; + tileRanges[tileIndex] = InclusiveRange.Merge(tileRanges[tileIndex], planeRange); + tileRanges[tileIndex - 1] = InclusiveRange.Merge(tileRanges[tileIndex - 1], planeRange); } } - else // Sphere + + m_TileYRange.Clamp(0, (short)(tileCount.y - 1)); + + // Calculate tile plane ranges for sphere. + for (var planeIndex = m_TileYRange.start + 1; planeIndex <= m_TileYRange.end; planeIndex++) { - // Calculate tile plane ranges for sphere. - for (var planeIndex = m_TileYRange.start + 1; planeIndex <= m_TileYRange.end; planeIndex++) - { - var planeRange = InclusiveRange.empty; + var planeRange = InclusiveRange.empty; - var planeY = math.lerp(viewPlaneBottoms[m_ViewIndex], viewPlaneTops[m_ViewIndex], planeIndex * tileScaleInv.y); - GetSphereYPlaneHorizon(lightPositionVS, range, near, sphereClipRadius, planeY, out var sphereTile0, out var sphereTile1); - if (SpherePointIsValid(sphereTile0)) planeRange.Expand((short)ViewToTileSpace(sphereTile0).x); - if (SpherePointIsValid(sphereTile1)) planeRange.Expand((short)ViewToTileSpace(sphereTile1).x); - - // Only consider ranges that intersect the tiling extents. - // The logic in the below 'if' statement is a simplification of: - // !((planeRange.start < 0) && (planeRange.end < 0)) && !((planeRange.start > tileCount.x - 1) && (planeRange.end > tileCount.x - 1)) - if (((planeRange.start >= 0) || (planeRange.end >= 0)) && ((planeRange.start <= tileCount.x - 1) || (planeRange.end <= tileCount.x - 1))) - { - var tileIndex = m_Offset + 1 + planeIndex; - planeRange.Clamp(0, (short)(tileCount.x - 1)); - tileRanges[tileIndex] = InclusiveRange.Merge(tileRanges[tileIndex], planeRange); - tileRanges[tileIndex - 1] = InclusiveRange.Merge(tileRanges[tileIndex - 1], planeRange); - } - } + var planeY = math.lerp(viewPlaneBottoms[m_ViewIndex], viewPlaneTops[m_ViewIndex], planeIndex * tileScaleInv.y); + GetSphereYPlaneHorizon(lightPositionVS, range, near, sphereClipRadius, planeY, out var sphereTile0, out var sphereTile1); + if (SpherePointIsValid(sphereTile0)) planeRange.Expand((short)math.clamp(ViewToTileSpace(sphereTile0).x, 0, tileCount.x - 1)); + if (SpherePointIsValid(sphereTile1)) planeRange.Expand((short)math.clamp(ViewToTileSpace(sphereTile1).x, 0, tileCount.x - 1)); + + var tileIndex = m_Offset + 1 + planeIndex; + tileRanges[tileIndex] = InclusiveRange.Merge(tileRanges[tileIndex], planeRange); + tileRanges[tileIndex - 1] = InclusiveRange.Merge(tileRanges[tileIndex - 1], planeRange); } + tileRanges[m_Offset] = m_TileYRange; } @@ -559,19 +523,12 @@ void TileReflectionProbe(int index) var p = math.float3(x, planeY, 1); var pTS = isOrthographic ? ViewToTileSpaceOrthographic(p) : ViewToTileSpace(p); - planeRange.Expand((short)pTS.x); + planeRange.Expand((short)math.clamp(pTS.x, 0, tileCount.x - 1)); } - // Only consider ranges that intersect the tiling extents. - // The logic in the below 'if' statement is a simplification of: - // !((planeRange.start < 0) && (planeRange.end < 0)) && !((planeRange.start > tileCount.x - 1) && (planeRange.end > tileCount.x - 1)) - if (((planeRange.start >= 0) || (planeRange.end >= 0)) && ((planeRange.start <= tileCount.x - 1) || (planeRange.end <= tileCount.x - 1))) - { - var tileIndex = m_Offset + 1 + planeIndex; - planeRange.Clamp(0, (short)(tileCount.x - 1)); - tileRanges[tileIndex] = InclusiveRange.Merge(tileRanges[tileIndex], planeRange); - tileRanges[tileIndex - 1] = InclusiveRange.Merge(tileRanges[tileIndex - 1], planeRange); - } + var tileIndex = m_Offset + 1 + planeIndex; + tileRanges[tileIndex] = InclusiveRange.Merge(tileRanges[tileIndex], planeRange); + tileRanges[tileIndex - 1] = InclusiveRange.Merge(tileRanges[tileIndex - 1], planeRange); } tileRanges[m_Offset] = m_TileYRange; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index b65824f9f8d..f470ef48348 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -1613,6 +1613,7 @@ static UniversalRenderingData CreateRenderingData(ContextContainer frameData, Un if (universalRenderer != null) { data.renderingMode = universalRenderer.renderingModeActual; + data.prepassLayerMask = universalRenderer.prepassLayerMask; data.opaqueLayerMask = universalRenderer.opaqueLayerMask; data.transparentLayerMask = universalRenderer.transparentLayerMask; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs index b46cac64c71..8c67a5a1cf7 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs @@ -892,7 +892,6 @@ internal static class ShaderPropertyId public static readonly int ditheringTextureInvSize = Shader.PropertyToID("_DitheringTextureInvSize"); public static readonly int renderingLayerMaxInt = Shader.PropertyToID("_RenderingLayerMaxInt"); - public static readonly int renderingLayerRcpMaxInt = Shader.PropertyToID("_RenderingLayerRcpMaxInt"); public static readonly int overlayUITexture = Shader.PropertyToID("_OverlayUITexture"); public static readonly int hdrOutputLuminanceParams = Shader.PropertyToID("_HDROutputLuminanceParams"); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index 8c771d6e81d..9a4668af475 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -213,6 +213,7 @@ internal RenderingMode renderingModeActual { internal PostProcessPass finalPostProcessPass { get => m_PostProcessPasses.finalPostProcessPass; } internal RTHandle colorGradingLut { get => m_PostProcessPasses.colorGradingLut; } internal DeferredLights deferredLights { get => m_DeferredLights; } + internal LayerMask prepassLayerMask { get; set; } internal LayerMask opaqueLayerMask { get; set; } internal LayerMask transparentLayerMask { get; set; } internal bool shadowTransparentReceive { get; set; } @@ -265,6 +266,15 @@ public UniversalRenderer(UniversalRendererData data) : base(data) m_DefaultStencilState.SetZFailOperation(stencilData.zFailOperation); m_IntermediateTextureMode = data.intermediateTextureMode; + if (GraphicsSettings.TryGetRenderPipelineSettings(out var renderGraphSettings) + && !renderGraphSettings.enableRenderCompatibilityMode) + { + prepassLayerMask = data.prepassLayerMask; + } + else + { + prepassLayerMask = data.opaqueLayerMask; + } opaqueLayerMask = data.opaqueLayerMask; transparentLayerMask = data.transparentLayerMask; shadowTransparentReceive = data.shadowTransparentReceive; @@ -319,8 +329,8 @@ public UniversalRenderer(UniversalRendererData data) : base(data) // Schedule XR copydepth right after m_FinalBlitPass m_XRCopyDepthPass = new CopyDepthPass(RenderPassEvent.AfterRendering + k_AfterFinalBlitPassQueueOffset, copyDephPS); #endif - m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrePasses, RenderQueueRange.opaque, data.opaqueLayerMask); - m_DepthNormalPrepass = new DepthNormalOnlyPass(RenderPassEvent.BeforeRenderingPrePasses, RenderQueueRange.opaque, data.opaqueLayerMask); + m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrePasses, RenderQueueRange.opaque, prepassLayerMask); + m_DepthNormalPrepass = new DepthNormalOnlyPass(RenderPassEvent.BeforeRenderingPrePasses, RenderQueueRange.opaque, prepassLayerMask); if (renderingModeRequested == RenderingMode.Forward || renderingModeRequested == RenderingMode.ForwardPlus) { @@ -626,7 +636,10 @@ bool IsDepthPrimingEnabledCompatibilityMode(UniversalCameraData cameraData) } } #endif - +#if UNITY_EDITOR || DEVELOPMENT_BUILD + if (DebugHandler is { IsDepthPrimingCompatible: false }) + return false; +#endif // depth priming requires an extra depth copy, disable it on platforms not supporting it (like GLES when MSAA is on) if (!CanCopyDepth(cameraData)) return false; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs index d6f3969a28a..eb3ed898161 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs @@ -132,8 +132,9 @@ static void CreateUniversalRendererData() /// public PostProcessData postProcessData = null; - const int k_LatestAssetVersion = 2; + const int k_LatestAssetVersion = 3; [SerializeField] int m_AssetVersion = 0; + [SerializeField] LayerMask m_PrepassLayerMask = -1; [SerializeField] LayerMask m_OpaqueLayerMask = -1; [SerializeField] LayerMask m_TransparentLayerMask = -1; [SerializeField] StencilStateData m_DefaultStencilState = new StencilStateData() { passOperation = StencilOp.Replace }; // This default state is compatible with deferred renderer. @@ -163,6 +164,19 @@ protected override ScriptableRenderer Create() return new UniversalRenderer(this); } + /// + /// Use this to configure how to filter prepass objects. + /// + public LayerMask prepassLayerMask + { + get => m_PrepassLayerMask; + set + { + SetDirty(); + m_PrepassLayerMask = value; + } + } + /// /// Use this to configure how to filter opaque objects. /// @@ -399,6 +413,10 @@ void ISerializationCallbackReceiver.OnAfterDeserialize() m_CopyDepthMode = CopyDepthMode.AfterOpaques; } + if (m_AssetVersion <= 2) + { + m_PrepassLayerMask = m_OpaqueLayerMask; + } m_AssetVersion = k_LatestAssetVersion; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs index 36cec88134c..41813a5fc42 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs @@ -1538,7 +1538,7 @@ static bool RequireDepthTexture(UniversalCameraData cameraData, in RenderPassInp /// to ensure that the pipeline will actually do depth priming. /// When this is true then we are sure that after RenderPassEvent.AfterRenderingPrePasses the currentCameraDepth has been primed. /// - static bool IsDepthPrimingEnabledRenderGraph(UniversalCameraData cameraData, in RenderPassInputSummary renderPassInputs, DepthPrimingMode depthPrimingMode, bool requireDepthTexture, bool requirePrepassForTextures, bool usesDeferredLighting) + bool IsDepthPrimingEnabledRenderGraph(UniversalCameraData cameraData, in RenderPassInputSummary renderPassInputs, DepthPrimingMode depthPrimingMode, bool requireDepthTexture, bool requirePrepassForTextures, bool usesDeferredLighting) { #if UNITY_EDITOR // We need to disable depth-priming for DrawCameraMode.Wireframe, since depth-priming forces ZTest to Equal @@ -1553,6 +1553,10 @@ static bool IsDepthPrimingEnabledRenderGraph(UniversalCameraData cameraData, in } } #endif +#if UNITY_EDITOR || DEVELOPMENT_BUILD + if (DebugHandler is { IsDepthPrimingCompatible: false }) + return false; +#endif #if UNITY_ANDROID || UNITY_IOS || UNITY_TVOS || UNITY_EMBEDDED_LINUX bool depthPrimingRecommended = false; 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 acad5ad40ff..79f0eae2f79 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 @@ -32,7 +32,7 @@ InputData VFXGetInputData(const VFX_VARYING_PS_INPUTS i, const PositionInputs po #if defined(VFX_MATERIAL_TYPE_SIX_WAY_SMOKE) && defined(VFX_VARYING_TANGENT) float signNormal = frontFace ? 1.0 : -1.0f; - float3 bitangent = cross(i.VFX_VARYING_NORMAL.xyz, i.VFX_VARYING_TANGENT.xyz); + float3 bitangent = cross(i.VFX_VARYING_TANGENT.xyz, i.VFX_VARYING_NORMAL.xyz); inputData.tangentToWorld = half3x3(i.VFX_VARYING_TANGENT.xyz, bitangent.xyz, signNormal * i.VFX_VARYING_NORMAL.xyz); #endif @@ -121,7 +121,7 @@ float3 GetSurfaceEmissive(VFX_VARYING_PS_INPUTS i, const VFXUVData uvData) } #if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE -SixWaySurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData) +SixWaySurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, bool frontFace) { SixWaySurfaceData surfaceData = (SixWaySurfaceData)0; @@ -176,6 +176,8 @@ SixWaySurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normal surfaceData.diffuseGIData0 = i.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[0]; surfaceData.diffuseGIData1 = i.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[1]; surfaceData.diffuseGIData2 = i.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[2]; + if(!frontFace) + surfaceData.diffuseGIData2.xyz *= -1.0f; #endif #if URP_USE_EMISSIVE @@ -206,7 +208,7 @@ SixWaySurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normal } #else -SurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData) +SurfaceData VFXGetSurfaceData(const VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, bool frontFace) { SurfaceData surfaceData = (SurfaceData)0; diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl index 07b670555c7..a18708e6e1d 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl @@ -91,8 +91,8 @@ #elif !defined(PLATFORM_SUPPORTS_NATIVE_RENDERPASS) #define FRAMEBUFFER_INPUT_X_HALF(idx) TEXTURE2D_X_HALF(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize #define FRAMEBUFFER_INPUT_X_FLOAT(idx) TEXTURE2D_X_FLOAT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize - #define FRAMEBUFFER_INPUT_X_INT(idx) TEXTURE2D_X_INT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize - #define FRAMEBUFFER_INPUT_X_UINT(idx) TEXTURE2D_X_UINT(_UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize + #define FRAMEBUFFER_INPUT_X_INT(idx) TYPED_TEXTURE2D_X(int4, _UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize + #define FRAMEBUFFER_INPUT_X_UINT(idx) TYPED_TEXTURE2D_X(uint4, _UnityFBInput##idx); float4 _UnityFBInput##idx##_TexelSize #define LOAD_FRAMEBUFFER_X_INPUT(idx, v2fname) _UnityFBInput##idx.Load(uint4(v2fname.xy, SLICE_ARRAY_INDEX, 0)) #else #define FRAMEBUFFER_INPUT_X_HALF(idx) FRAMEBUFFER_INPUT_HALF(idx) diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl index 3f290986c1e..e6c3087888c 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareRenderingLayerTexture.hlsl @@ -2,20 +2,10 @@ #define UNITY_DECLARE_RENDERING_LAYER_TEXTURE_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" -TEXTURE2D_X_FLOAT(_CameraRenderingLayersTexture); +TYPED_TEXTURE2D_X(uint4, _CameraRenderingLayersTexture); -// 2023.3 Deprecated. This is for backwards compatibility. Remove in the future. -#define sampler_CameraRenderingLayersTexture sampler_PointClamp - -uint SampleSceneRenderingLayer(float2 uv) -{ - float renderingLayer = SAMPLE_TEXTURE2D_X(_CameraRenderingLayersTexture, sampler_PointClamp, UnityStereoTransformScreenSpaceTex(uv)).r; - return DecodeMeshRenderingLayer(renderingLayer); -} - -uint LoadSceneRenderingLayer(uint2 uv) +uint LoadSceneRenderingLayer(uint2 uvCoord) { - float renderingLayer = LOAD_TEXTURE2D_X(_CameraRenderingLayersTexture, uv).r; - return DecodeMeshRenderingLayer(renderingLayer); + return LOAD_TEXTURE2D_X(_CameraRenderingLayersTexture, uvCoord).r; } #endif diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl index 3c1715154f0..76857149d30 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferInput.hlsl @@ -25,7 +25,7 @@ FRAMEBUFFER_INPUT_X_HALF(GBUFFER_IDX_RGBA_SHADOWMASK); // Dynamic index GBuffer: Rendering layers #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) -FRAMEBUFFER_INPUT_X_HALF(GBUFFER_IDX_R_RENDERING_LAYERS); +FRAMEBUFFER_INPUT_X_UINT(GBUFFER_IDX_R_RENDERING_LAYERS); #endif #else @@ -50,7 +50,7 @@ TEXTURE2D_X_HALF(GBUFFER_TEX2D_NAME(GBUFFER_IDX_AFTER(GBUFFER_IDX_RGBA_SHADOWMAS // 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))); +TYPED_TEXTURE2D_X(uint4, GBUFFER_TEX2D_NAME(GBUFFER_IDX_AFTER(GBUFFER_IDX_R_RENDERING_LAYERS))); #endif #endif @@ -58,12 +58,12 @@ TEXTURE2D_X_HALF(GBUFFER_TEX2D_NAME(GBUFFER_IDX_AFTER(GBUFFER_IDX_R_RENDERING_LA // 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. +// If rendering layers is not used, renderingLayers defaults to 0xffff. // 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) + out uint renderingLayers, out half4 shadowMask) { - renderingLayers = 1; + renderingLayers = 0xffff; shadowMask = half4(1, 1, 1, 1); #if defined(GBUFFER_FBFETCH_AVAILABLE) @@ -107,7 +107,7 @@ GBufferData UnpackGBuffers(uint2 unCoord2) half4 gBuffer1; half4 gBuffer2; float depth; - float renderingLayers; + uint renderingLayers; half4 shadowMask; LoadGBuffers(unCoord2, gBuffer0, gBuffer1, gBuffer2, depth, renderingLayers, shadowMask); @@ -123,12 +123,7 @@ GBufferData UnpackGBuffers(uint2 unCoord2) 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 + gBufferData.meshRenderingLayers = renderingLayers; return gBufferData; } diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl index 04993588582..7daf42c2f05 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/GBufferOutput.hlsl @@ -27,7 +27,7 @@ struct GBufferFragOutput #endif #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) - DECL_OPT_GBUFFER_TARGET(half4, meshRenderingLayers, GBUFFER_IDX_R_RENDERING_LAYERS); + DECL_OPT_GBUFFER_TARGET(uint, meshRenderingLayers, GBUFFER_IDX_R_RENDERING_LAYERS); #endif }; @@ -66,8 +66,7 @@ GBufferFragOutput PackGBuffersSurfaceData(SurfaceData surfaceData, InputData inp #endif #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) - uint renderingLayers = GetMeshRenderingLayer(); - output.meshRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0.0, 0.0, 0.0); + output.meshRenderingLayers = EncodeMeshRenderingLayer(); #endif return output; @@ -121,8 +120,7 @@ GBufferFragOutput PackGBuffersBRDFData(BRDFData brdfData, InputData inputData, h #endif #if defined(GBUFFER_FEATURE_RENDERING_LAYERS) - uint renderingLayers = GetMeshRenderingLayer(); - output.meshRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0.0, 0.0, 0.0); + output.meshRenderingLayers = EncodeMeshRenderingLayer(); #endif return output; diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl index 9613010de64..8d1552a95b9 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl @@ -128,7 +128,6 @@ half4 _AmbientOcclusionParam; half4 _AdditionalLightsCount; uint _RenderingLayerMaxInt; -float _RenderingLayerRcpMaxInt; // Screen coord override. float4 _ScreenCoordScaleBias; diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl index ecd7c6b5bd3..841eac22f9f 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl @@ -541,27 +541,10 @@ uint GetMeshRenderingLayer() return asuint(unity_RenderingLayer.x); } -float EncodeMeshRenderingLayer(uint renderingLayer) +uint EncodeMeshRenderingLayer() { // Force any bits above max to be skipped - renderingLayer &= _RenderingLayerMaxInt; - - // This is copy of "real PackInt(uint i, uint numBits)" from com.unity.render-pipelines.core\ShaderLibrary\Packing.hlsl - // Differences of this copy: - // - Pre-computed rcpMaxInt - // - Returns float instead of real - float rcpMaxInt = _RenderingLayerRcpMaxInt; - return saturate(renderingLayer * rcpMaxInt); -} - -uint DecodeMeshRenderingLayer(float renderingLayer) -{ - // This is copy of "uint UnpackInt(real f, uint numBits)" from com.unity.render-pipelines.core\ShaderLibrary\Packing.hlsl - // Differences of this copy: - // - Pre-computed maxInt - // - Parameter f is float instead of real - uint maxInt = _RenderingLayerMaxInt; - return (uint)(renderingLayer * maxInt + 0.5); // Round instead of truncating + return GetMeshRenderingLayer() & _RenderingLayerMaxInt; } // TODO: implement diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl index 46cb7b1e9e1..57dbb588889 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl @@ -40,19 +40,21 @@ void SampleAPVSixWay(APVSample apvSample, half3x3 tbn, out half4 diffuseGIData[3 [unroll] for (int i = 0; i<3; i++) { - EvaluateAPVL1(apvSample, tbn[i], diffuseGIData[i].xyz); + EvaluateAPVL1(apvSample, tbn[i] * kInvClampedCosine1, diffuseGIData[i].xyz); diffuseGIData[i].w = apvSample.L0[i]; } } #endif -void GatherDiffuseGIData(float3 positionWS, float3 normalWS, float3 tangentWS, inout half4 diffuseGIData0, inout half4 diffuseGIData1, inout half4 diffuseGIData2) +void GatherDiffuseGIData(float3 positionWS, float3 normalWS, float4 tangentWS, inout half4 diffuseGIData0, inout half4 diffuseGIData1, inout half4 diffuseGIData2) { #if defined(LIGHTMAP_ON) //Do nothing #else half4 diffuseGIData[] = {diffuseGIData0, diffuseGIData1, diffuseGIData2}; - float3x3 tbn = float3x3(tangentWS, cross(-normalWS, tangentWS), -normalWS); + float crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); + float3 bitangentWS = crossSign * cross(normalWS, tangentWS.xyz); + float3x3 tbn = float3x3(tangentWS.xyz, bitangentWS, -normalWS); #if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) APVSample apvSample = SampleAPV(positionWS, normalWS, 0xFFFFFFFF, 0); @@ -66,7 +68,7 @@ void GatherDiffuseGIData(float3 positionWS, float3 normalWS, float3 tangentWS, i for (int i = 0; i<3; i++) { - diffuseGIData[i].xyz = SHEvalLinearL1(tbn[i], unity_SHAr.xyz, unity_SHAg.xyz, unity_SHAb.xyz); + diffuseGIData[i].xyz = SHEvalLinearL1(tbn[i] * kInvClampedCosine1, unity_SHAr.xyz, unity_SHAg.xyz, unity_SHAb.xyz); diffuseGIData[i].w = L0[i]; } #endif @@ -102,7 +104,6 @@ half3 ComputeGIColor(SixWaySurfaceData surfaceData) half3 SixWayLightBlend(SixWaySurfaceData surfaceData, Light light, half3x3 tangentToWorld) { half3x3 localFrame = tangentToWorld; - localFrame[1] *= -1; localFrame[2] *= -1; half3 dir = mul(localFrame, light.direction); half3 weights = dir >= 0 ? surfaceData.rightTopBack.xyz : surfaceData.leftBottomFront.xyz; diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitDepthNormalsPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitDepthNormalsPass.hlsl index 3269ad7abfe..28f38370416 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitDepthNormalsPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitDepthNormalsPass.hlsl @@ -58,7 +58,7 @@ void DepthNormalsFragment( Varyings input , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -93,8 +93,7 @@ void DepthNormalsFragment( #endif #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl index 3df601663ca..a8926400003 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitForwardPass.hlsl @@ -136,7 +136,7 @@ void BakedLitForwardPassFragment( Varyings input , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -176,7 +176,6 @@ void BakedLitForwardPassFragment( outColor = finalColor; #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl index aa6ba6d6db8..7678ce2ee87 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/DepthNormalsPass.hlsl @@ -50,7 +50,7 @@ void DepthNormalsFragment( Varyings input , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -77,8 +77,7 @@ void DepthNormalsFragment( #endif #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } #endif diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl index 8133ffe7465..e2cbc01382d 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/LitDepthNormalsPass.hlsl @@ -92,7 +92,7 @@ void DepthNormalsFragment( Varyings input , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -143,8 +143,7 @@ void DepthNormalsFragment( #endif #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl index 0ed447f2094..c0e476d5340 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl @@ -221,7 +221,7 @@ void LitPassFragment( Varyings input , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -262,8 +262,7 @@ void LitPassFragment( outColor = color; #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl index 45a4979e268..d336ccc27fd 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitDepthNormalsPass.hlsl @@ -72,7 +72,7 @@ void DepthNormalsFragment( Varyings input , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -106,8 +106,7 @@ void DepthNormalsFragment( #endif #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl index 69510762e8b..a71fff9bcea 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl @@ -191,7 +191,7 @@ void LitPassFragmentSimple( Varyings input , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -222,8 +222,7 @@ void LitPassFragmentSimple( outColor = color; #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl index eb9dd575e84..597906127e6 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitDepthNormalsPass.hlsl @@ -71,7 +71,7 @@ void DepthNormalOnlyFragment( VaryingsDepthNormal IN , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint4 outRenderingLayers : SV_Target1 #endif ) { @@ -102,8 +102,7 @@ void DepthNormalOnlyFragment( outNormalWS = half4(normalWS, 0.0); #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } 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 f64343f5c0d..2764c31de74 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl @@ -387,7 +387,7 @@ void SplatmapFragment( Varyings IN , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) #endif @@ -494,8 +494,7 @@ void SplatmapFragment( outColor = half4(color.rgb, 1.0h); #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Unlit.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Unlit.shader index 97ef844c16a..ad92dddc18b 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Unlit.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Unlit.shader @@ -117,6 +117,10 @@ Shader "Universal Render Pipeline/Unlit" #pragma shader_feature_local_fragment _ALPHATEST_ON #pragma shader_feature_local_fragment _ALPHAMODULATE_ON + // ------------------------------------- + // Universal Pipeline keywords + #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED + // ------------------------------------- // Unity defined keywords #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/UnlitDepthNormalsPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/UnlitDepthNormalsPass.hlsl index 021c9f68726..35140659667 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/UnlitDepthNormalsPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/UnlitDepthNormalsPass.hlsl @@ -49,7 +49,7 @@ void DepthNormalsFragment( Varyings input , out half4 outNormalWS : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -76,8 +76,7 @@ void DepthNormalsFragment( #endif #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/UnlitForwardPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/UnlitForwardPass.hlsl index b77b18b4167..2a6f1421fa6 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/UnlitForwardPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/UnlitForwardPass.hlsl @@ -97,7 +97,7 @@ void UnlitPassFragment( Varyings input , out half4 outColor : SV_Target0 #ifdef _WRITE_RENDERING_LAYERS - , out float4 outRenderingLayers : SV_Target1 + , out uint outRenderingLayers : SV_Target1 #endif ) { @@ -151,8 +151,7 @@ void UnlitPassFragment( outColor = finalColor; #ifdef _WRITE_RENDERING_LAYERS - uint renderingLayers = GetMeshRenderingLayer(); - outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); + outRenderingLayers = EncodeMeshRenderingLayer(); #endif } diff --git a/Packages/com.unity.shadergraph/Samples~/CustomMaterialPropertyDrawers/RemapDrawerExample.shadergraph b/Packages/com.unity.shadergraph/Samples~/CustomMaterialPropertyDrawers/RemapDrawerExample.shadergraph index d2d50f73ae0..5ddda4ce980 100644 --- a/Packages/com.unity.shadergraph/Samples~/CustomMaterialPropertyDrawers/RemapDrawerExample.shadergraph +++ b/Packages/com.unity.shadergraph/Samples~/CustomMaterialPropertyDrawers/RemapDrawerExample.shadergraph @@ -10,10 +10,10 @@ "m_Id": "719e6b7cf8fd4ace99676402d5122251" }, { - "m_Id": "b3bac0c56b734f08b5839d74af7c8839" + "m_Id": "f73e767ba123443d880d9fee9118ec43" }, { - "m_Id": "1751968dcdf24a5d8f81a8412ef35b13" + "m_Id": "9c3588b56bf74363ad9168b417bdc421" } ], "m_Keywords": [], @@ -76,10 +76,10 @@ "m_Id": "e55d9e54057c40beaddfc397649b394d" }, { - "m_Id": "0d174cede8e841818d02f89186b98931" + "m_Id": "80f05b2a5d0042c7b7ed76fd16d48501" }, { - "m_Id": "2b048443e533455abf9cab5a50c35431" + "m_Id": "2014d4bdc9914be48083dc559a570ecb" } ], "m_GroupDatas": [], @@ -92,40 +92,9 @@ }, { "m_Id": "eefc669211794d4f9b508ecb4e8450ed" - }, - { - "m_Id": "22d0da124bc04d24aaabc9acbdf8d393" } ], "m_Edges": [ - { - "m_OutputSlot": { - "m_Node": { - "m_Id": "0d174cede8e841818d02f89186b98931" - }, - "m_SlotId": 0 - }, - "m_InputSlot": { - "m_Node": { - "m_Id": "2dc03bcd58334df5b412835cae7a68f6" - }, - "m_SlotId": 0 - } - }, - { - "m_OutputSlot": { - "m_Node": { - "m_Id": "0d174cede8e841818d02f89186b98931" - }, - "m_SlotId": 0 - }, - "m_InputSlot": { - "m_Node": { - "m_Id": "75e5072d454f470bbb01265238b680a4" - }, - "m_SlotId": 0 - } - }, { "m_OutputSlot": { "m_Node": { @@ -171,7 +140,7 @@ { "m_OutputSlot": { "m_Node": { - "m_Id": "2b048443e533455abf9cab5a50c35431" + "m_Id": "2014d4bdc9914be48083dc559a570ecb" }, "m_SlotId": 0 }, @@ -294,6 +263,34 @@ "m_SlotId": 0 } }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "80f05b2a5d0042c7b7ed76fd16d48501" + }, + "m_SlotId": 0 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "2dc03bcd58334df5b412835cae7a68f6" + }, + "m_SlotId": 0 + } + }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "80f05b2a5d0042c7b7ed76fd16d48501" + }, + "m_SlotId": 0 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "75e5072d454f470bbb01265238b680a4" + }, + "m_SlotId": 0 + } + }, { "m_OutputSlot": { "m_Node": { @@ -375,42 +372,6 @@ ] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.PropertyNode", - "m_ObjectId": "0d174cede8e841818d02f89186b98931", - "m_Group": { - "m_Id": "" - }, - "m_Name": "Property", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": -1135.0, - "y": 150.99998474121095, - "width": 110.0, - "height": 34.00001525878906 - } - }, - "m_Slots": [ - { - "m_Id": "5f72869a12b54adfba380e252c015080" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_Property": { - "m_Id": "1751968dcdf24a5d8f81a8412ef35b13" - } -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -426,41 +387,6 @@ "m_Labels": [] } -{ - "m_SGVersion": 1, - "m_Type": "UnityEditor.ShaderGraph.Internal.Vector4ShaderProperty", - "m_ObjectId": "1751968dcdf24a5d8f81a8412ef35b13", - "m_Guid": { - "m_GuidSerialized": "c15e824b-757a-4f43-b3a8-38a43117279f" - }, - "m_Name": "Range", - "m_DefaultRefNameVersion": 1, - "m_RefNameGeneratedByDisplayName": "Range", - "m_DefaultReferenceName": "_Range", - "m_OverrideReferenceName": "", - "m_GeneratePropertyBlock": true, - "m_UseCustomSlotLabel": false, - "m_CustomSlotLabel": "", - "m_DismissedVersion": 0, - "m_Precision": 0, - "overrideHLSLDeclaration": false, - "hlslDeclarationOverride": 0, - "m_Hidden": false, - "m_PerRendererData": false, - "m_customAttributes": [ - { - "name": "Remap", - "value": "" - } - ], - "m_Value": { - "x": 0.0, - "y": 1.0, - "z": 0.0, - "w": 0.0 - } -} - { "m_SGVersion": 1, "m_Type": "UnityEditor.ShaderGraph.NoiseSineWaveNode", @@ -608,45 +534,25 @@ { "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.StickyNoteData", - "m_ObjectId": "22d0da124bc04d24aaabc9acbdf8d393", - "m_Title": "Property Drawers on Vectors", - "m_Content": "We're using Vector4 as Vector2 and Vector3 do not support Property Drawers.", - "m_TextSize": 0, - "m_Theme": 1, - "m_Position": { - "serializedVersion": "2", - "x": -1258.0, - "y": -98.0, - "width": 379.0, - "height": 45.84069061279297 - }, - "m_Group": { - "m_Id": "" - } -} - -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "23368010e2ef4aadb692f811814983ee", + "m_Type": "UnityEditor.ShaderGraph.PropertyNode", + "m_ObjectId": "2014d4bdc9914be48083dc559a570ecb", "m_Group": { "m_Id": "" }, - "m_Name": "VertexDescription.Normal", + "m_Name": "Property", "m_DrawState": { "m_Expanded": true, "m_Position": { "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 + "x": -722.0, + "y": 571.9999389648438, + "width": 140.00006103515626, + "height": 34.0 } }, "m_Slots": [ { - "m_Id": "fbc64f3146604b2c88c2c0bab9d7fcfe" + "m_Id": "7a9fa30f97e5485e948b58c156c69aa5" } ], "synonyms": [], @@ -657,30 +563,32 @@ "m_CustomColors": { "m_SerializableColors": [] }, - "m_SerializedDescriptor": "VertexDescription.Normal" + "m_Property": { + "m_Id": "9c3588b56bf74363ad9168b417bdc421" + } } { "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.PropertyNode", - "m_ObjectId": "2b048443e533455abf9cab5a50c35431", + "m_Type": "UnityEditor.ShaderGraph.BlockNode", + "m_ObjectId": "23368010e2ef4aadb692f811814983ee", "m_Group": { "m_Id": "" }, - "m_Name": "Property", + "m_Name": "VertexDescription.Normal", "m_DrawState": { "m_Expanded": true, "m_Position": { "serializedVersion": "2", - "x": -722.0, - "y": 572.0, - "width": 139.99993896484376, - "height": 34.0 + "x": 0.0, + "y": 0.0, + "width": 0.0, + "height": 0.0 } }, "m_Slots": [ { - "m_Id": "b039cb12e7ef44b3a9919798e160ae85" + "m_Id": "fbc64f3146604b2c88c2c0bab9d7fcfe" } ], "synonyms": [], @@ -691,9 +599,7 @@ "m_CustomColors": { "m_SerializableColors": [] }, - "m_Property": { - "m_Id": "b3bac0c56b734f08b5839d74af7c8839" - } + "m_SerializedDescriptor": "VertexDescription.Normal" } { @@ -775,10 +681,10 @@ "m_Id": "719e6b7cf8fd4ace99676402d5122251" }, { - "m_Id": "1751968dcdf24a5d8f81a8412ef35b13" + "m_Id": "f73e767ba123443d880d9fee9118ec43" }, { - "m_Id": "b3bac0c56b734f08b5839d74af7c8839" + "m_Id": "9c3588b56bf74363ad9168b417bdc421" } ] } @@ -1254,31 +1160,6 @@ } } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot", - "m_ObjectId": "5f72869a12b54adfba380e252c015080", - "m_Id": 0, - "m_DisplayName": "Range", - "m_SlotType": 1, - "m_Hidden": false, - "m_ShaderOutputName": "Out", - "m_StageCapability": 3, - "m_Value": { - "x": 0.0, - "y": 0.0, - "z": 0.0, - "w": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0, - "w": 0.0 - }, - "m_Labels": [] -} - { "m_SGVersion": 3, "m_Type": "UnityEditor.ShaderGraph.Internal.ColorShaderProperty", @@ -1532,6 +1413,63 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector2MaterialSlot", + "m_ObjectId": "7a9fa30f97e5485e948b58c156c69aa5", + "m_Id": 0, + "m_DisplayName": "NoiseRange", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "Out", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0 + }, + "m_Labels": [] +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.PropertyNode", + "m_ObjectId": "80f05b2a5d0042c7b7ed76fd16d48501", + "m_Group": { + "m_Id": "" + }, + "m_Name": "Property", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": -1135.0, + "y": 150.0, + "width": 110.0, + "height": 33.99998474121094 + } + }, + "m_Slots": [ + { + "m_Id": "e92e4982d66249dab6fce0630a3d2ca6" + } + ], + "synonyms": [], + "m_Precision": 0, + "m_PreviewExpanded": true, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + }, + "m_Property": { + "m_Id": "f73e767ba123443d880d9fee9118ec43" + } +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.NormalVectorNode", @@ -1659,6 +1597,45 @@ } } +{ + "m_SGVersion": 1, + "m_Type": "UnityEditor.ShaderGraph.Internal.Vector2ShaderProperty", + "m_ObjectId": "9c3588b56bf74363ad9168b417bdc421", + "m_Guid": { + "m_GuidSerialized": "90df1d7f-1627-4fd7-8b94-f5f5b6a0b1b0" + }, + "m_Name": "NoiseRange", + "m_DefaultRefNameVersion": 1, + "m_RefNameGeneratedByDisplayName": "NoiseRange", + "m_DefaultReferenceName": "_NoiseRange", + "m_OverrideReferenceName": "", + "m_GeneratePropertyBlock": true, + "m_UseCustomSlotLabel": false, + "m_CustomSlotLabel": "", + "m_DismissedVersion": 0, + "m_Precision": 0, + "overrideHLSLDeclaration": false, + "hlslDeclarationOverride": 0, + "m_Hidden": false, + "m_PerRendererData": false, + "m_customAttributes": [ + { + "name": "Remap", + "value": "0, 1, .5" + }, + { + "name": "HelpBox", + "value": "Controls the Noise Sine Wave Min and Max., Info, 32" + } + ], + "m_Value": { + "x": -0.10000000149011612, + "y": 0.10000000149011612, + "z": 0.0, + "w": 0.0 + } +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BlockNode", @@ -1804,70 +1781,6 @@ } } -{ - 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"hlslDeclarationOverride": 0, - "m_Hidden": false, - "m_PerRendererData": false, - "m_customAttributes": [ - { - "name": "Remap", - "value": "0, 1, .5" - }, - { - "name": "HelpBox", - "value": "Controls the Noise Sine Wave Min and Max., Info, 32" - } - ], - "m_Value": { - "x": -0.10000000149011612, - "y": 0.10000000149011612, - "z": 0.0, - "w": 0.0 - } -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -2223,6 +2136,27 @@ "convertedMask": "x" } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector2MaterialSlot", + "m_ObjectId": "e92e4982d66249dab6fce0630a3d2ca6", + "m_Id": 0, + "m_DisplayName": "Range", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "Out", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0 + }, + "m_Labels": [] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.StickyNoteData", @@ -2277,6 +2211,41 @@ "m_SerializedDescriptor": "SurfaceDescription.BaseColor" } +{ + "m_SGVersion": 1, + "m_Type": "UnityEditor.ShaderGraph.Internal.Vector2ShaderProperty", + "m_ObjectId": "f73e767ba123443d880d9fee9118ec43", + "m_Guid": { + "m_GuidSerialized": "84ac5ca8-f1d5-4f50-b1e9-b298f798acb4" + }, + "m_Name": "Range", + "m_DefaultRefNameVersion": 1, + "m_RefNameGeneratedByDisplayName": "Range", + "m_DefaultReferenceName": "_Range", + "m_OverrideReferenceName": "", + "m_GeneratePropertyBlock": true, + "m_UseCustomSlotLabel": false, + "m_CustomSlotLabel": "", + "m_DismissedVersion": 0, + "m_Precision": 0, + "overrideHLSLDeclaration": false, + "hlslDeclarationOverride": 0, + "m_Hidden": false, + "m_PerRendererData": false, + "m_customAttributes": [ + { + "name": "Remap", + "value": "" + } + ], + "m_Value": { + "x": 0.0, + "y": 1.0, + "z": 0.0, + "w": 0.0 + } +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Blackboard.md b/Packages/com.unity.visualeffectgraph/Documentation~/Blackboard.md index cd110c9bc8d..f881cdb17e9 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Blackboard.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Blackboard.md @@ -122,6 +122,14 @@ Near the top of the blackboard, there are three tabs which let you filter which ## Subgraph Category When dealing with a subgraph, the blackboard lets you specify a category that will be used in the node search. -To change the category, double-click the sub-title of the blackboard and enter the desired category name, then validate using the `Return` key +To change the category, double-click the subtitle of the blackboard and enter the desired category name, then validate using the `Return` key. To create multiple category levels, use the `/` character. For example, `MySubgraphs/Math`. +![Subtitle in the blackboard](Images/blackboard-subtitle.png) + +> [!TIP] +> You can also define visual separators to better organize your subgraphs within their category using the following syntax: +> `MySubgraphs/Math/#0Trigonometry` or `MySubgraphs/Math/#1Algebra`. +> The `#` character indicates a separator and the number indicates the sorting order. +> +> ![Separator in the blackboard](Images/nodesearch-separator.png) diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithAABox.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithAABox.md deleted file mode 100644 index 6a92db31ccb..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithAABox.md +++ /dev/null @@ -1,32 +0,0 @@ -# Collide with AABox - -Menu Path : **Collision > Collide with AABox** - -The **Collide with AABox** Block defines an axis-aligned box volume that particles collide with. - -![A cascade of particles falls onto the upper surface of a cube and cascades down the side.](Images/Block-CollideWithAABoxMain.png) - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Update](Context-Update.md) - -## Block settings - -| **Setting** | **Type** | **Description** | -| ----------------- | -------- | ------------------------------------------------------------ | -| **Mode** | Enum | The collision shape mode. The options are:
• **Solid**: Particles cannot enter the collider.
• **Inverted**: Particles cannot leave the collider. The collider becomes a volume that the particles cannot exit. | -| **Radius Mode** | Enum | The mode that determines the collision radius of each particle. The options are:
• **None**: Particles have a radius of zero.
• **From Size**: Particles inherit their radius from their individual sizes.
• **Custom**: Allows you to set the radius of the particles to a specific value. | -| **Rough Surface** | Bool | Toggles whether or not the collider simulates a rough surface. When enabled, Unity adds randomness to the direction in which particles bounce back to simulate collision with a rough surface. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ----------------- | ---------------------- | ------------------------------------------------------------ | -| **Box** | [AABox](Type-AABox.md) | The axis-aligned box that specifies the center position and size of the collision volume. | -| **Bounce** | Float | The amount of bounce to apply to particles after a collision. A value of 0 means the particles do not bounce. A value of 1 means particles bounce away with the same speed they impacted with. | -| **Friction** | Float | The speed that particles lose during collision. The minimum value is 0. | -| **Lifetime Loss** | Float | The proportion of life a particle loses after collision. | -| **Roughness** | Float | The amount to randomly adjust the direction of a particle after it collides with the surface.
This property only appears when you enable **Rough Surface**. | -| **Radius** | Float | The radius of the particle this Block uses for collision detection.
This property only appears when **Radius Mode** is set to **Custom**. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithCone.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithCone.md deleted file mode 100644 index 649ab3e1130..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithCone.md +++ /dev/null @@ -1,30 +0,0 @@ -# Collide with Cone - -Menu Path : **Collision > Collide with Cone** - -The **Collide with Cone** Block defines a truncated cone volume for particles to collide with. - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Update](Context-Update.md) - -## Block settings - -| **Setting** | **Type** | **Description** | -| ----------------- | -------- | ------------------------------------------------------------ | -| **Mode** | Enum | The collision shape mode. The options are:
• **Solid**: Particles cannot enter the collider.
• **Inverted**: Particles cannot leave the collider. The collider becomes a volume that the particles cannot exit. | -| **Radius Mode** | Enum | The mode that determines the collision radius of each particle. The options are:
• **None**: Particles have a radius of zero.
• **From Size**: Particles inherit their radius from their individual sizes.
• **Custom**: Allows you to set the radius of the particles to a specific value. | -| **Rough Surface** | Bool | Toggles whether or not the collider simulates a rough surface. When you enable this property, Unity adds randomness to the direction in which particles bounce back to simulate collision with a rough surface. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ----------------- | -------------------- | ------------------------------------------------------------ | -| **Cone** | [Cone](Type-Cone.md) | The cone that specifies the transform position, radiuses, and height of the collision volume. | -| **Bounce** | Float | The amount of bounce to apply to particles after a collision. A value of 0 means the particles do not bounce. A value of 1 means particles bounce away with the same speed they impacted with. | -| **Friction** | Float | The speed that particles lose during collision. The minimum value is 0. | -| **Lifetime Loss** | Float | The proportion of life a particle loses after collision. | -| **Roughness** | Float | The amount to randomly adjust the direction of a particle after it collides with the surface.
This property only appears when you enable **Rough Surface**. | -| **Radius** | Float | The radius of the particle this Block uses for collision detection.
This property only appears when **Radius Mode** is set to **Custom**. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithPlane.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithPlane.md deleted file mode 100644 index fc26233d436..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithPlane.md +++ /dev/null @@ -1,32 +0,0 @@ -# Collide with Plane - -Menu Path : **Collision > Collide with Plane** - -The **Collide with Plane** Block defines a flat plane with infinite extends for particles to collide with. - -![Particles interacting with a flat plane by bouncing or changing direction upon collision.](Images/Block-CollideWithPlaneMain.png) - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Update](Context-Update.md) - -## Block settings - -| **Setting** | **Type** | **Description** | -| ----------------- | -------- | ------------------------------------------------------------ | -| **Mode** | Enum | The collision shape mode. The options are:
• **Solid**: Particles collide with the plane when travelling in an opposing direction to the plane's normal.
• **Inverted**: Inverts the normal direction of the plane for the purpose of collisions. This means particles collide with the plane when travelling in a direction not opposing the plane's normal. | -| **Radius Mode** | Enum | The mode that determines the collision radius of each particle. The options are:
• **None**: Particles have a radius of zero.
• **From Size**: Particles inherit their radius from their individual sizes.
• **Custom**: Allows you to set the radius of the particles to a specific value. | -| **Rough Surface** | Bool | Toggles whether or not the collider simulates a rough surface. When enabled, Unity adds randomness to the direction in which particles bounce back to simulate collision with a rough surface. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ----------------- | ---------------------- | ------------------------------------------------------------ | -| **Plane** | [Plane](Type-Plane.md) | The plane that specifies the center position and normal of the collision plane. | -| **Bounce** | Float | The amount of bounce to apply to particles after a collision. A value of 0 means the particles do not bounce. A value of 1 means particles bounce away with the same speed they impacted with. | -| **Friction** | Float | The speed that particles lose during collision. The minimum value is 0. | -| **Lifetime Loss** | Float | The proportion of life a particle loses after collision. | -| **Roughness** | Float | The amount to randomly adjust the direction of a particle after it collides with the surface.
This property only appears when you enable **Rough Surface**. | -| **Radius** | Float | The radius of the particle this Block uses for collision detection.
This property only appears when **Radius Mode** is set to **Custom**. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithSignedDistanceField.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithSignedDistanceField.md deleted file mode 100644 index 0fd6bada43b..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithSignedDistanceField.md +++ /dev/null @@ -1,35 +0,0 @@ -# Collision Shape Signed Distance Field - -Menu Path : **Collision > Collision Shape Signed Distance Field** - -The **Collision Shape Signed Distance Field** Block allows you to create more complex collisions by using an SDF (signed distance field) Asset to represent the shape of the object. This is useful for precise complex collision with predetermined Assets. - -![A car-shaped signed distance field made up of particles.](Images/Block-CollideWithSDFMain.png) - -To generate a signed distance field Asset, use an external DCC tool. - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Update](Context-Update.md) - -## Block settings - -| **Setting** | **Type** | **Description** | -| ----------------- | -------- | ------------------------------------------------------------ | -| **Mode** | Enum | The collision shape mode. The options are:
• **Solid**: Particles cannot enter the collider.
• **Inverted**: Particles cannot leave the collider. The collider becomes a volume that the particles cannot exit. | -| **Radius Mode** | Enum | The mode that determines the collision radius of each particle. The options are:
• **None**: Particles have a radius of zero.
• **From Size**: Particles inherit their radius from their individual sizes.
• **Custom**: Allows you to set the radius of the particles to a specific value. | -| **Rough Surface** | Bool | Toggles whether or not the collider simulates a rough surface. When enabled, Unity adds randomness to the direction in which particles bounce back to simulate collision with a rough surface. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ------------------- | ------------------------------ | ------------------------------------------------------------ | -| **Distance Field** | SDF | The signed distance field Asset that specifies the shape of the collision volume. | -| **Field Transform** | [Transform](Type-Transform.md) | The Transform which determines the position, size, and rotation of the **Distance Field**. | -| **Bounce** | Float | The amount of bounce to apply to particles after a collision. A value of 0 means the particles do not bounce. A value of 1 means particles bounce away with the same speed they impacted with. | -| **Friction** | Float | The speed that particles lose during collision. The minimum value is 0. | -| **Lifetime Loss** | Float | The proportion of life a particle loses after collision. | -| **Roughness** | Float | The amount to randomly adjust the direction of a particle after it collides with the surface.
This property only appears when you enable **Rough Surface**. | -| **Radius** | Float | The radius of the particle this Block uses for collision detection.
This property only appears when **Radius Mode** is set to **Custom**. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithSphere.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithSphere.md deleted file mode 100644 index 8440b584caf..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollideWithSphere.md +++ /dev/null @@ -1,32 +0,0 @@ -# Collide with Sphere - -Menu Path : **Collision > Collide with Sphere** - -The **Collide with Sphere** Block is used to define a spherical volume for particles to collide with. - -![Particles interacting with a spherical surface by bouncing off or altering their trajectory upon collision.](Images/Block-CollideWithSphereMain.png) - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Update](Context-Update.md) - -## Block settings - -| **Setting** | **Type** | **Description** | -| ----------------- | -------- | ------------------------------------------------------------ | -| **Mode** | Enum | The collision shape mode. The options are:
• **Solid**: Particles cannot enter the collider.
• **Inverted**: Particles cannot leave the collider. The collider becomes a volume that the particles cannot exit. | -| **Radius Mode** | Enum | The mode that determines the collision radius of each particle. The options are:
• **None**: Particles have a radius of zero.
• **From Size**: Particles inherit their radius from their individual sizes.
• **Custom**: Allows you to set the radius of the particles to a specific value. | -| **Rough Surface** | Bool | Toggles whether or not the collider simulates a rough surface. When enabled, Unity adds randomness to the direction in which particles bounce back to simulate collision with a rough surface. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ----------------- | ------------------------ | ------------------------------------------------------------ | -| **Sphere** | [Sphere](Type-Sphere.md) | The sphere that specifies the center position and radius of the collision volume. | -| **Bounce** | Float | The amount of bounce to apply to particles after a collision. A value of 0 means the particles do not bounce. A value of 1 means particles bounce away with the same speed they impacted with. | -| **Friction** | Float | The speed that particles lose during collision. The minimum value is 0. | -| **Lifetime Loss** | Float | The proportion of life a particle loses after collision. | -| **Roughness** | Float | The amount to randomly adjust the direction of a particle after it collides with the surface.
This property only appears when you enable **Rough Surface**. | -| **Radius** | Float | The radius of the particle this Block uses for collision detection.
This property only appears when **Radius Mode** is set to **Custom**. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-Collision-LandingPage.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-Collision-LandingPage.md new file mode 100644 index 00000000000..a412b49a17d --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-Collision-LandingPage.md @@ -0,0 +1,13 @@ +# Collision Blocks reference + +Explore the properties of Collision Blocks to configure how particles collide with shapes or the depth buffer. + +| **Page** | **Description** | +|-|-| +| [Collision Shape](Block-CollisionShape.md) | Explore the properties of the Collision Shape Block. | +| [Collision Depth Buffer](Block-CollideWithDepthBuffer.md) | Explore the properties of the Collision Depth Buffer Block. | + +## Additional resources + +- [Signed Distance Fields in the Visual Effect Graph](sdf-in-vfx-graph.md) +- [VFX Graph Learning Templates](https://www.youtube.com/watch?v=DKVdg8DsIVY) on the Unity YouTube channel diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollisionShape.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollisionShape.md new file mode 100644 index 00000000000..8bc2cf06bf2 --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-CollisionShape.md @@ -0,0 +1,63 @@ + +# Collision Shape Block reference + +The Collision Shape Block defines a shape that particles collide with. + +![A cascade of particles falls onto the upper surface of a cube and cascades down the side.](Images/Block-CollideWithAABoxMain.png) + +![A car-shaped signed distance field made up of particles.](Images/Block-CollideWithSDFMain.png) + +## Block compatibility + +You can add the Collision Shape Block to the following Contexts: + +- [Initialize](Context-Initialize.md) +- [Update](Context-Update.md) + +To add a Collision Shape Block to your graph, [open the menu for adding a graph element](VisualEffectGraphWindow.md#adding-graph-elements) then select **Collision** > **Collision Shape**. + +## Block settings + +| **Property** | **Type** | **Description** | +|-|-|-| +| **Shape** | Enum | Sets the shape for particles to collide with. For more information, refer to the [**Shape dropdown**](#shape-dropdown) section. | +| **Mode** | Enum | Specifies how particles interact with the collider. The options are:
  • Solid: Stops particles entering the collider. If you set Shape to Plane, particles collide with the plane when they travel away from the normal of the plane.
  • Inverted: Stops particles leaving the shape volume. If you set Shape to Plane, particles collide with the plane when they travel in the same direction as the normal of the plane.
| +| **Radius Mode** | Enum | Sets the collision radius of the particles. The options are:
  • None: Sets the collision radius to zero.
  • From Size: Sets the collision radius for each particle to its individual size.
  • Custom: Sets the collision radius to the value of **Radius** in the [Block properties](#block-properties).
| +| **Collision Attributes** | Enum | Specifies whether Unity stores data in the collision attributes of particles. The options are:
  • No Write: Doesn't write or store collision attributes.
  • Write Punctual Contact only: Updates the collision attribute only when a specific, single-point collision occurs. This prevents Unity updating the collision attributes repeatedly when a particle slides along a collision shape. To increase or decrease how much a particle needs to bounce off a shape to cause a collision response, enable **Override Bounce Threshold** in the Inspector window.
  • Write Always: Updates the collision attribute every time a collision occurs.
| +| **Rough Surface** | Boolean | Adds randomness to the direction in which particles bounce back, to simulate collision with a rough surface. To set the roughness of the surface, use the **Roughness** property. | + + +### Shape dropdown + +| **Shape** | **Description** | +|-|-| +| **Sphere**| Sets the collision shape as a spherical volume. | +| **Oriented Box** | Sets the collision shape as an axis-aligned box volume. | +| **Cone**| Sets the collision shape as truncated cone volume.| +| **Plane** | Sets the collision shape as a flat plane with infinite length and width. | +| **Signed Distance Field** | Sets the collision shape as a signed distance field (SDF), so you can create precise complex collision with an existing asset. To generate a signed distance field asset, use the [SDF Bake Tool](sdf-bake-tool.md) or an external digital content creation (DCC) tool. | + +## Block properties + +| **Input** | **Type** | **Description**| +|-|-|-| +| **Sphere**| [Sphere](Type-Sphere.md) | Sets the sphere that particles collide with. This property is available only if you set **Shape** to **Sphere**. | +| **Box** | [AABox](Type-AABox.md) | Sets the axis-aligned box that particles collide with. This property is available only if you set **Shape** to **Box**. | +| **Cone**| [Cone](Type-Cone.md) | Sets the cone that particles collide with. This property is available only if you set **Shape** to **Cone**. | +| **Plane** | [Plane](Type-Plane.md) | Sets the plane that particles collide with. This property is available only if you set **Shape** to **Plane**. | +| **Distance Field**| Signed distance field | Sets the signed distance field (SDF) that particles collide with. This property is available only if you set **Shape** to **Signed Distance Field**. | +| **Field Transform** | [Transform](Type-Transform.md) | Sets the position, size, and rotation of the **Distance Field**. This property is available only if you set **Shape** to **Signed Distance Field**. | +| **Bounce**| Float | Sets how strongly particles bounce away from a collision. A value of 0 means the particles don't bounce. A value of 1 means particles bounce away at the same speed they collided at. | +| **Friction**| Float | Sets how much speed particles lose during a collision. The minimum value is 0. | +| **Bounce Speed Threshold** | Float | Sets the minimum speed for a bounce that causes Unity to update the collision attribute for a particle, if you set **Collision Attributes** to **Write Punctual Contact Only**. The default value is 1. This property is available only if you enable **Override Bounce Threshold** in the Inspector window. | +| **Lifetime Loss** | Float | Sets how much life particles lose after a collision. | +| **Radius**| Float | Sets the collision radius of the particles. This property is available only if you set **Radius Mode** to **Custom**. | +| **Roughness** | Float | Sets the roughness of the surface, by adjusting how randomly particles change direction after they collide with the surface. This property is available only if you enable **Rough Surface**. | + +## Inspector window properties + +| **Property** | **Type** | **Description** | +|-|-|-| +| **Behavior** | Enum | Specifies how particles behave when they collide with the shape. The options are:
  • None: Doesn't create a collision response. To detect when particles enter or leave the shape, use a Trigger Event On Collide Block.
  • Collision: Causes particles to bounce off the shape.
  • Kill: Destroys a particle when it collides with the shape.
| +| **Write Rough Normal** | Boolean | When enabled, Unity writes the version of the normal with roughness applied to the Collision Event Normal attribute. | +| **Override Bounce Threshold** | Boolean | Makes the **Bounce Speed Threshold** setting available in the Block properties. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(AABox).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(AABox).md deleted file mode 100644 index 59750b35776..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(AABox).md +++ /dev/null @@ -1,39 +0,0 @@ -# Set Position (Shape : AABox) - -Menu Path : **Position > Set Position (Shape : AABox)** - -The **Set Position (Shape : AABox)** Block calculates a position based on an input [Axis-Aligned Box](Type-AABox.md) and stores the result in the [position attribute](Reference-Attributes.md), based on composition. - -This Block can calculate the position either from the AABox's **Surface**, **Volume**, or **Thick Surface** where thickness can be relative to the size of the shape, or an absolute value. - - -This Block also calculates a direction vector based on the calculated position on the shape, and stores it to the [direction attribute](Reference-Attributes.md), based on composition. This direction is equal to the normal of the face the calculated particle position is on. Selection of the face is made based on six pyramids whose base is each face and whose tip is the box center. - -Note: [Velocity from Direction and Speed](Block-VelocityFromDirectionAndSpeed.md) Blocks can then process the direction attribute. - - - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Initialize](Context-Initialize.md) -- [Update](Context-Update.md) -- Any output Context - -## Block settings - -| **Setting** | **Type** | **Description** | -| ------------------------- | -------- | ------------------------------------------------------------ | -| **Position Mode** | Enum | Specifies how this Block uses the shape to calculate a position. The options are:
• **Surface**: Calculates positions only on the shape’s surface.
• **Volume**: Calculates positions inside the entire shape’s volume.
• **Thickness Absolute**: Calculates positions on a thick surface of given absolute thickness.
• **Thickness Relative** will compute a position on a thick surface of a given percentage of the Shape’s size. | -| **Composition Position** | Enum | **(Inspector)** Specifies how this Block composes the position attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | -| **Composition Direction** | Enum | **(Inspector)** Specifies how this Block composes the direction attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ------------------- | ---------------------- | ------------------------------------------------------------ | -| **Box** | [AABox](Type-AABox.md) | The Axis-Aligned Box that determines the shape to calculate the position from. | -| **Thickness** | Float | The thickness of the shape’s surface for position calculation.
This property only appears if you set **Position Mode** to **Thickness Relative** or **Thickness Absolute**. | -| **Blend Position** | Float | The blend percentage between the current position attribute value and the newly calculated position value.
This property only appears if you set **Composition Position** to **Blend**. | -| **Blend Direction** | Float | The blend percentage between the current direction attribute value and the newly calculated direction value.
This property only appears if you set **Composition Direction** to **Blend**. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Circle).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Circle).md deleted file mode 100644 index 598cbc37a31..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Circle).md +++ /dev/null @@ -1,43 +0,0 @@ -# Set Position (Shape : Circle) - -Menu Path : **Position > Set Position (Shape : Circle)** - -The **Set Position (Shape : Circle)** Block calculates a position based on an input [ArcCircle](Type-ArcCircle.md) and stores the result in the [position attribute](Reference-Attributes.md), based on composition. - -The Arc-Circle shape adds an arc property to the circle to determine its arc angle, in radians. setting an arc value of pi creates a half-circle. - -This Block can calculate the position either from the ArcCirlce's **Surface**, **Volume**, or **Thick Surface** where thickness can be relative to the size of the shape, or an absolute value. - - -This Block also calculates a direction vector based on the calculated position on the shape, and stores it to the [direction attribute](Reference-Attributes.md), based on composition. This direction is equal to the normalized vector from the center of the circle to the calculated position. - -**Note**: [Velocity from Direction and Speed](Block-VelocityFromDirectionAndSpeed(ChangeSpeed).md) Blocks can then process the direction attribute. - - - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Initialize](Context-Initialize.md) -- [Update](Context-Update.md) -- Any output Context - -## Block settings - -| **Setting** | **Type** | **Description** | -| ------------------------- | -------- | ------------------------------------------------------------ | -| **Position Mode** | Enum | Specifies how this Block uses the shape to calculate a position. The options are:
• **Surface**: Calculates positions only on the shape’s surface.
• **Volume**: Calculates positions inside the entire shape’s volume.
• **Thickness Absolute**: Calculates positions on a thick surface of given absolute thickness.
• **Thickness Relative** will compute a position on a thick surface of a given percentage of the Shape’s size. | -| **Spawn Mode** | Enum | The method this Block uses to distribute particles along the shape’s arc.
• **Random**: Calculates a per-particle random progress (0..1) on the arc.
• **Custom**: Allows you to specify the progress in the **Arc Sequencer** property. | -| **Composition Position** | Enum | **(Inspector)** Specifies how this Block composes the position attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | -| **Composition Direction** | Enum | **(Inspector)** Specifies how this Block composes the direction attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ------------------- | ------------------------------ | ------------------------------------------------------------ | -| **ArcCircle** | [ArcCircle](Type-ArcCircle.md) | The ArcCircle that determines the shape to calculate the position from. Arc Circles are determined on the XY plane. | -| **Thickness** | Float | The thickness of the shape’s surface for position calculation.
This property only appears if you set **Position Mode** to **Thickness Relative** or **Thickness Absolute**. | -| **Arc Sequencer** | Float | The position in the arc to spawn particles.
This property only appears if you set **Spawn Mode** to **Custom**. | -| **Blend Position** | Float | The blend percentage between the current position attribute value and the newly calculated position value.
This property only appears if you set **Composition Position** to **Blend**. | -| **Blend Direction** | Float | The blend percentage between the current direction attribute value and the newly calculated direction value.
This property only appears if you set **Composition Direction** to **Blend**. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Cone).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Cone).md deleted file mode 100644 index e04c383a8fe..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Cone).md +++ /dev/null @@ -1,44 +0,0 @@ -# Set Position (Shape : Cone) - -Menu Path : **Position > Set Position (Shape : Cone)** - -The **Set Position (Shape : Cone)** Block calculatesa position based on an input [ArcCone ](Type-ArcCone .md) and stores the result in the [position attribute](Reference-Attributes.md), based on composition. - -The ArcCone shape adds an arc property to the cone to determine its arc angle, in radians. setting an arc value of pi creates a half-cone. - -This Block can calculate the position either from the ArcCone 's **Surface**, **Volume**, or **Thick Surface** where thickness can be relative to the size of the shape, or an absolute value. - - -This Block also calculates a direction vector based on the calculated position on the shape, and stores it to the [direction attribute](Reference-Attributes.md), based on composition. This direction is equal to the normalized vector from the calculated position to the top of the cone. - -Note: [Velocity from Direction and Speed](Block-VelocityFromDirectionAndSpeed.md) Blocks can then process the direction attribute. - -![](Images/Block-SetPosition(Cone)Main.gif) - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Initialize](Context-Initialize.md) -- [Update](Context-Update.md) -- Any output Context - -## Block settings - -| **Setting** | **Type** | **Description** | -| ------------------------- | -------- | ------------------------------------------------------------ | -| **Height Mode** | Enum | Specifies how this Block handles the ArcCone's volume. The options are:
• **Volume**: Uses the entire cone to calculate a position.
• **Base**: Only uses the circle at the base of the cone to calculate a position. | -| **Position Mode** | Enum | Specifies how this Block uses the shape to calculate a position. The options are:
• **Surface**: Calculates positions only on the shape’s surface.
• **Volume**: Calculates positions inside the entire shape’s volume.
• **Thickness Absolute**: Calculates positions on a thick surface of given absolute thickness.
• **Thickness Relative** will compute a position on a thick surface of a given percentage of the Shape’s size.of a given percentage of the Shape’s size. | -| **Spawn Mode** | Enum | The method this Block uses to distribute particles along the shape’s arc.
• **Random**: Calculates a per-particle random progress (0..1) on the arc.
• **Custom**: Allows you to specify the progress in the **Arc Sequencer** property. | -| **Composition Position** | Enum | **(Inspector)** Specifies how this Block composes the position attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | -| **Composition Direction** | Enum | **(Inspector)** Specifies how this Block composes the direction attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ------------------- | -------------------------- | ------------------------------------------------------------ | -| **ArcCone** | [ArcCone](Type-ArcCone.md) | The ArcCone that determines the shape to calculate the position from. | -| **Thickness** | Float | The thickness of the shape’s surface for position calculation.
This property only appears if you set **Position Mode** to **Thickness Relative** or **Thickness Absolute**. | -| **Arc Sequencer** | Float | The position in the arc to spawn particles.
This property only appears if you set **Spawn Mode** to **Custom**. | -| **Blend Position** | Float | The blend percentage between the current position attribute value and the newly calculated position value.
This property only appears if you set **Composition Position** to **Blend**. | -| **Blend Direction** | Float | The blend percentage between the current direction attribute value and the newly calculated direction value.
This property only appears if you set **Composition Direction** to **Blend**. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Line).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Line).md deleted file mode 100644 index 1f96c799956..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Line).md +++ /dev/null @@ -1,37 +0,0 @@ -# Set Position (Shape : Line) - -Menu Path : **Position > Set Position (Shape : Line)** - -The **Set Position (Shape : Line)** Block calculates a position based on an input Line and stores the result in the [position attribute](Reference-Attributes.md), based on composition. - - -This Block also calculates a direction vector based on the calculated position on the shape, and stores it to the [direction attribute](Reference-Attributes.md), based on composition. This direction is equal to the normalized vector that goes from the start point of the line to its end point. - -Note: [Velocity from Direction and Speed](Block-VelocityFromDirectionAndSpeed.md) Blocks can then process the direction attribute. - - - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Initialize](Context-Initialize.md) -- [Update](Context-Update.md) -- Any output Context - -## Block settings - -| **Setting** | **Type** | **Description** | -| ------------------------- | -------- | ------------------------------------------------------------ | -| **Spawn Mode** | Enum | Specifies how to distribute particles along the line: The options are:
• **Random**: Calculates a per-particle random progress (from 0 to 1) along the line.
• **Custom**: Allows you to manually specify the progress on the line in the **Line Sequencer** property. | -| **Composition Position** | Enum | **(Inspector)** Specifies how this Block composes the position attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | -| **Composition Direction** | Enum | **(Inspector)** Specifies how this Block composes the direction attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ------------------- | -------- | ------------------------------------------------------------ | -| **Line** | Line | The Line that determines the shape to calculate the position from.. | -| **Line Sequencer** | Float | Determines the position of a particle on the line (as a percentage of its progress).
This property only appears if you set **Spawn Mode** to **Custom**. | -| **Blend Position** | Float | The blend percentage between the current position attribute value and the newly calculated position value.
This property only appears if you set **Composition Position** to **Blend**. | -| **Blend Direction** | Float | The blend percentage between the current direction attribute value and the newly calculated direction value.
This property only appears if you set **Composition Direction** to **Blend**. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(SignedDistanceField).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(SignedDistanceField).md deleted file mode 100644 index 5cac73769cd..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(SignedDistanceField).md +++ /dev/null @@ -1,43 +0,0 @@ -# Set Position (Signed Distance Field) - -Menu Path : **Position > Set Position (Signed Distance Field)** - -The **Set Position (Signed Distance Field)** Block calculates a position based on an input Signed Distance Field (SDF) and stores the result in the [position attribute](Reference-Attributes.md), based on composition. - -This Block can calculate the position either from the SDF's **Surface**, **Volume**, or **Thick Surface** where thickness can be relative to the size of the shape, or an absolute value. - - -This Block also calculates a direction vector based on the calculated position on the shape, and stores it to the [direction attribute](Reference-Attributes.md), based on composition. This direction is equal to the normal of the surface at the calculated particle position. - -Note: [Velocity from Direction and Speed](Block-VelocityFromDirectionAndSpeed.md) Blocks can then process the direction attribute. - - - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Initialize](Context-Initialize.md) -- [Update](Context-Update.md) -- Any output Context - -## Block settings - -| **Setting** | **Type** | **Description** | -| -------------------- | -------- | ------------------------------------------------------------ | -| **Position Mode** | Enum | Specifies how this Block uses the shape to calculate a position. The options are:
• **Surface**: Calculates positions only on the shape’s surface.
• **Volume**: Calculates positions inside the entire shape’s volume.
• **Thickness Absolute**: Calculates positions on a thick surface of given absolute thickness.
• **Thickness Relative** Calculates positions on a thick surface as a given percentage of the largest axis’s size. | -| **Spawn Mode** | Enum | Specifies how this Block distributes the particles among the shape’s arc.
• **Random**: Calculates a per-particle random progress (0..1) on the arc.
• **Custom**: Allows you to specify the progress in the **Arc Sequencer** property port. | -| **Kill Outliers** | Bool | (**Inspector**) Indicates whether to kill particles whose position does not adhere to the surface/volume. | -| **Projection Steps** | uint | (**Inspector**) The number of steps this Block uses to project the particle onto the surface of the SDF. This may impact performance, but can yield less outliers. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ----------------- | ---------------------- | ------------------------------------------------------------ | -| **Box** | [AABox](Type-AABox.md) | The Axis-Aligned Box that determines the shape to calculate the position from. | -| **Thickness** | float | The thickness of the shape’s surface for position calculation.
This property only appears if you set **Position Mode** to **Thickness Relative** or **Thickness Absolute**. | -| **Arc Sequencer** | float | The position in the arc to spawn particles.
This property only appears if you set **Spawn Mode** to **Custom**. | - -## Notes - -This Block calculates the relative thickness based on the largest axis of the SDF, which is not necessarily the size of the object the SDF represents. Therefore, the positions this Block calculates can be inside the entire shape’s volume even with a relative thickness smaller than 1. diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Sphere).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Sphere).md deleted file mode 100644 index 1e531b0cb4f..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Sphere).md +++ /dev/null @@ -1,43 +0,0 @@ -# Set Position (Shape : Sphere) - -Menu Path : **Position > Set Position (Shape : Sphere)** - -The **Set Position (Shape : Sphere)** Block calculatesa position based on an input [ArcSphere](Type-ArcSphere.md) and stores the result in the [position attribute](Reference-Attributes.md), based on composition. - -The ArcSphere shape adds an arc property to the sphere to determine its arc angle, in radians. setting an arc value of pi creates a hemisphere. - -This Block can calculate the position either from the ArcSphere's **Surface**, **Volume**, or **Thick Surface** where thickness can be relative to the size of the shape, or an absolute value. - - -This Block also calculates a direction vector based on the calculated position on the shape, and stores it to the [direction attribute](Reference-Attributes.md), based on composition. This direction is equal to the normalized vector from the center of the sphere to the calculated position. - -Note: [Velocity from Direction and Speed](Block-VelocityFromDirectionAndSpeed.md) Blocks can then process the direction attribute. - - - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Initialize](Context-Initialize.md) -- [Update](Context-Update.md) -- Any output Context - -## Block settings - -| **Setting** | **Type** | **Description** | -| ------------------------- | -------- | ------------------------------------------------------------ | -| **Position Mode** | Enum | Specifies how this Block uses the shape to calculate a position. The options are:
• **Surface**: Calculates positions only on the shape’s surface.
• **Volume**: Calculates positions inside the entire shape’s volume.
• **Thickness Absolute**: Calculates positions on a thick surface of given absolute thickness.
• **Thickness Relative** will compute a position on a thick surface of a given percentage of the Shape’s size.of a given percentage of the Shape’s size. | -| **Spawn Mode** | Enum | The method this Block uses to distribute particles along the shape’s arc.
• **Random**: Calculates a per-particle random progress (0..1) on the arc.
• **Custom**: Allows you to specify the progress in the **Arc Sequencer** property. | -| **Composition Position** | Enum | **(Inspector)** Specifies how this Block composes the position attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | -| **Composition Direction** | Enum | **(Inspector)** Specifies how this Block composes the direction attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ------------------- | ------------------------------ | ------------------------------------------------------------ | -| **ArcSphere** | [ArcSphere](Type-ArcSphere.md) | The ArcSphere that determines the shape to calculate the position from. | -| **Thickness** | Float | The thickness of the shape’s surface for position calculation.
This property only appears if you set **Position Mode** to **Thickness Relative** or **Thickness Absolute**. | -| **Arc Sequencer** | Float | The position in the arc to spawn particles.
This property only appears if you set **Spawn Mode** to **Custom**. | -| **Blend Position** | Float | The blend percentage between the current position attribute value and the newly calculated position value.
This property only appears if you set **Composition Position** to **Blend**. | -| **Blend Direction** | Float | The blend percentage between the current direction attribute value and the newly calculated direction value.
This property only appears if you set **Composition Direction** to **Blend**. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Torus).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Torus).md deleted file mode 100644 index b0781ec9650..00000000000 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Torus).md +++ /dev/null @@ -1,43 +0,0 @@ -# Set Position (Shape : Torus) - -Menu Path : **Position > Set Position (Shape : Torus)** - -The **Set Position (Shape : Torus)** Block calculates a position based on an input [ArcTorus](Type-ArcTorus.md) and stores the result in the [position attribute](Reference-Attributes.md), based on composition. - -The ArcTorus shape adds an arc property to the torus to determine its arc angle, in radians. setting an arc value of pi creates a half-torus. - -This Block can calculate the position either from the ArcTorus' **Surface**, **Volume**, or **Thick Surface** where thickness can be relative to the size of the shape, or an absolute value. - - -This Block also calculates a direction vector based on the calculated position on the shape, and stores it to the [direction attribute](Reference-Attributes.md), based on composition. This direction is equal to the normalized vector from the center of the torus' circle to the calculated position. - -Note: [Velocity from Direction and Speed](Block-VelocityFromDirectionAndSpeed.md) Blocks can then process the direction attribute. - -![](Images/Block-SetPosition(Torus)Main.gif) - -## Block compatibility - -This Block is compatible with the following Contexts: - -- [Initialize](Context-Initialize.md) -- [Update](Context-Update.md) -- Any output Context - -## Block settings - -| **Setting** | **Type** | **Description** | -| ------------------------- | -------- | ------------------------------------------------------------ | -| **Position Mode** | Enum | Specifies how this Block uses the shape to calculate a position. The options are:
• **Surface**: Calculates positions only on the shape’s surface.
• **Volume**: Calculates positions inside the entire shape’s volume.
• **Thickness Absolute**: Calculates positions on a thick surface of given absolute thickness.
• **Thickness Relative** will compute a position on a thick surface of a given percentage of the Shape’s size.of a given percentage of the Shape’s size. | -| **Spawn Mode** | Enum | The method this Block uses to distribute particles along the shape’s arc.
• **Random**: Calculates a per-particle random progress (0..1) on the arc.
• **Custom**: Allows you to specify the progress in the **Arc Sequencer** property. | -| **Composition Position** | Enum | **(Inspector)** Specifies how this Block composes the position attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | -| **Composition Direction** | Enum | **(Inspector)** Specifies how this Block composes the direction attribute. The options are:
• **Set**: Overwrites the position attribute with the new value.
• **Add**: Adds the new value to the position attribute value.
• **Multiply**: Multiplies the position attribute value by the new value.
• **Blend**: Interpolates between the position attribute value and the new value. You can specify the blend factor between 0 and 1. | - -## Block properties - -| **Input** | **Type** | **Description** | -| ------------------- | ---------------------------- | ------------------------------------------------------------ | -| **ArcTorus** | [ArcTorus](Type-ArcTorus.md) | The ArcTorus that determines the shape to calculate the position from. | -| **Thickness** | Float | The thickness of the shape’s surface for position calculation.
This property only appears if you set **Position Mode** to **Thickness Relative** or **Thickness Absolute**. | -| **Arc Sequencer** | Float | The position in the arc to spawn particles.
This property only appears if you set **Spawn Mode** to **Custom**. | -| **Blend Position** | Float | The blend percentage between the current position attribute value and the newly calculated position value.
This property only appears if you set **Composition Position** to **Blend**. | -| **Blend Direction** | Float | The blend percentage between the current direction attribute value and the newly calculated direction value.
This property only appears if you set **Composition Direction** to **Blend**. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPositionShape-LandingPage.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPositionShape-LandingPage.md new file mode 100644 index 00000000000..f121e128091 --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPositionShape-LandingPage.md @@ -0,0 +1,20 @@ +# Set Position Blocks reference + +Explore the properties of Set Position Blocks to configure how Unity calculates particle positions based on an input shape. + +| **Page** | **Description** | +|-|-| +| [Set Position (Depth)](Block-SetPosition(Depth).md) | Explore the properties of the Set Position (Depth) block. | +| [Set Position (Mesh)](Block-SetPosition(Mesh).md) | Explore the properties of the Set Position (Mesh) block. | +| [Set Position (Skinned Mesh)](Block-SetPosition(SkinnedMesh).md) | Explore the properties of the Set Position (Skinned Mesh) block. | +| [Set Position Shape](Block-SetPositionShape.md) | Explore the properties of the Set Position Shape block. | +| [Set Position (Sequential)](Block-SetPosition(Sequential).md) | Explore the properties of the Set Position (Sequential) block. | +| [Tile/Warp Positions](Block-TileWarpPositions.md) | Explore the properties of the Tile/Warp Positions block. | + +## Additional resources + +- [Signed Distance Fields in the Visual Effect Graph](sdf-in-vfx-graph.md) +- [VFX Graph Learning Templates](https://www.youtube.com/watch?v=DKVdg8DsIVY) on the Unity YouTube channel + + + diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPositionShape.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPositionShape.md new file mode 100644 index 00000000000..840d471e2b9 --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPositionShape.md @@ -0,0 +1,80 @@ +# Set Position Shape Block reference + +The Set Position Shape Block calculates particle positions based on an input shape, then stores them in the [position attribute](Reference-Attributes.md) of particles. + + + + + +This Block also stores direction vectors in the [direction attribute](Reference-Attributes.md) of particles. To set the velocity of a particle from its direction attribute, use a [Velocity from Direction and Speed](Block-VelocityFromDirectionAndSpeed(ChangeSpeed).md) Block. + +The direction vector depends on the shape: + +- Sphere: The normalized vector from the center of the sphere to the calculated position. +- Box: The normal of the face the calculated particle position is on. Unity selects the face based on six pyramids, each with a face as its base and the center of the box as its tip. +- Cone: The normalized vector from the calculated position to the top of the cone. +- Torus: The normalized vector from the center of the torus to the calculated position. +- Circle: The normalized vector from the center of the circle to the calculated position. +- Line: The normalized vector from the start of the line to the end of the line. + +## Block compatibility + +You can add the Set Position Shape Block to the following Contexts: + +- [Initialize](Context-Initialize.md) +- [Update](Context-Update.md) +- Any output Context + +To add a Set Position Shape Block to your graph, [open the menu for adding a graph element](VisualEffectGraphWindow.md#adding-graph-elements) then select **Position Shape** > **Set Position Shape**. + +## Block settings + +| **Property** | **Type** | **Description** | +|-|-|-| +| **Shape** | Enum | The shape to use to calculate positions. For more information, refer to the [**Shape dropdown**](#shape-dropdown) section. | +| **Height Mode** | Enum | Specifies which part of the cone Unity uses to calculate positions. This property is available only if you set **Shape** to **Cone**. The options are:
  • Volume: Uses the entire cone to calculate positions.
  • Base: Uses the circle at the base of the cone to calculate positions. | +| **Position Mode** | Enum | Specifies which part of the shape Unity uses to calculate positions. The options are:
    • Surface: Uses positions only on the surface of the shape.
    • Volume: Uses positions inside the entire volume of the shape.
    • Thickness Absolute: Uses positions on the surface of the shape, and within an inner layer defined in meters by **Thickness**.
    • Thickness Relative: Uses positions on the surface of the shape, and within an inner layer defined as a percentage of the size of the shape by **Thickness**.
    | +| **Spawn Mode** | Enum | Specifies where particles spawn along the arc of the shape, or the length of the line. This property isn't available if you set **Shape** to **Oriented Box**. The options are:
    • Random: Spawns particles at random positions.
    • Custom: Spawns particles at the position set in **Arc Sequencer** or **Line Sequencer**.
    | + + +### Shape dropdown + +| **Shape** | **Description** | +|-|-| +| **Sphere**| Sets the shape as a spherical volume. | +| **Oriented Box** | Sets the shape as an axis-aligned box volume. | +| **Cone** | Sets the shape as a truncated cone volume.| +| **Torus** | Sets the shape as a 3D ring volume. | +| **Circle** | Sets the shape as a circle. | +| **Line** | Sets the shape as a flat plane with infinite width and height. | +| **Signed Distance Field** | Sets the shape as a signed distance field (SDF), so you can create positions with existing assets. To generate a signed distance field asset, use the [SDF Bake Tool](sdf-bake-tool.md) or an external digital content creation (DCC) tool. | + +## Block properties + +| **Input** | **Type** | **Description** | +| ------------------- | ---------------------- | ------------------------------------------------------------ | +| **Arc Sphere** | [ArcSphere](Type-ArcSphere.md) | The sphere to use for positions. This property is available only if you set **Shape** to **Sphere**. | +| **Box** | [AABox](Type-AABox.md) | The axis-aligned box to use for positions. This property is available only if you set **Shape** to **Oriented Box**. | +| **Arc Cone** | [ArcCone](Type-ArcCone.md) | The cone to use for positions. This property is available only if you set **Shape** to **Cone**. | +| **Arc Torus** | [ArcTorus](Type-ArcTorus.md) | The torus to use for positions. This property is available only if you set **Shape** to **Torus**. | +| **Arc Circle** | [ArcCircle](Type-ArcCircle.md) | The circle to use for positions. This property is available only if you set **Shape** to **Circle**. | +| **Line** | [Line](Type-Line.md) | The line to use for positions. This property is available only if you set **Shape** to **Line**. | +| **SDF**| Signed distance field | The signed distance field asset to use for positions. This property appears only if you set **Shape** to **Signed Distance Field**. | +| **Height Sequencer** | Float | Sets where particles appear on the shape, as a percentage of its height. This property is available only if you set **Shape** to **Sphere**, **Cone**, or **Torus** and **Spawn Mode** to **Custom**. | +| **Arc Sequencer** | Float | Sets where particles appear on the arc, as a percentage of its length. This property is available only if you set **Shape** to **Sphere**, **Cone**, **Torus**, **Circle**, or **Signed Distance Field**, and **Spawn Mode** to **Custom**. | +| **Line Sequencer** | Float | Sets where particles appear on the line, as a percentage of its length. This property is available only if you set **Shape** to **Line** and **Spawn Mode** to **Custom**. | +| **Field Transform** | [Transform](Type-Transform.md) | The transform that determines the position, size, and rotation of the **Distance Field**. This property appears only if you set **Shape** to **Signed Distance Field**. | +| **Thickness** | Float | Sets the thickness of the inner layer for particle positions. This property is available only if you set **Position Mode** to **Thickness Relative** or **Thickness Absolute**. This property isn't available if you set **Shape** to **Line**.

    If you use a signed distance field, Unity calculates the relative thickness based on the largest axis of the SDF, which might not be the size of the object the SDF represents. As a result, particles might be inside the volume even if you use **Thickness Relative** and a **Thickness** value of less than 1.| +| **Blend Position** | Float | Sets the blend percentage between the current position attribute value and the new position value. This property is available only if you set **Composition Position** to **Blend** in the Inspector window. | +| **Blend Direction** | Float | Sets the blend percentage between the current direction attribute value and the new direction value. This property is available only if you set **Composition Direction** to **Blend** in the Inspector window. | + +## Inspector window properties + +| **Property** | **Type** | **Description** | +|-|-|-| +| **Apply Orientation** | Enum | Aligns particles so they match the orientation of the geometry of the shape. The options are:
    • None: Doesn't use the shape to align particles.
    • Everything: Aligns both the Direction attributes, and the AxisX, AxisY, and AxisZ attributes that set the particle's orientation.
    • Direction: Aligns only the Direction attribute.
    • Axis: Aligns only the AxisX, AxisY, and AxisZ attributes.
    +| **Kill Outliers** | Boolean | Specifies whether to destroy particles if their position is outside the surface or volume. This property is available only if you set **Shape** to **Signed Distance Field**. | +| **Projection Steps** | Uint | Sets the number of steps Unity uses to project the particle onto the surface of the SDF, to reduce the number of outlier particles. This might have a performance impact. This property is available only if you set **Shape** to **Signed Distance Field**. | +| **Composition Position** | Enum | Specifies how Unity updates the position attribute. The options are:
    • Overwrite: Overwrites the position attribute value with the new value.
    • Add: Adds the position attribute value to the new value.
    • Multiply: Multiplies the position attribute value by the new value.
    • Blend: Interpolates between the position attribute value and the new value. To set the blend factor, set **Blend Position** in the Block properties.
    | +| **Composition Direction** | Enum | Specifies how Unity updates the direction attribute. The options are:
    • Overwrite: Overwrites the direction attribute value with the new value.
    • Add: Adds the direction attribute value to the new value.
    • Multiply: Multiplies the direction attribute value by the new value.
    • Blend: Interpolates between the direction attribute value and the new value. To set the blend factor, set **Blend Direction** in the Block properties.
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a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RandomSelectorWeighted.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RandomSelectorWeighted.md @@ -6,7 +6,7 @@ Menu Path : **Operator > Logic > Random Selector Weighted** The **Random Selector Weighted** Operator performs a kind of switch/case operation where a weight controls the probability of selecting a case. If all weights are equal, this Operator produces a uniform distribution of the different output values. - + ## Operator settings diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Shortcuts.md b/Packages/com.unity.visualeffectgraph/Documentation~/Shortcuts.md new file mode 100644 index 00000000000..8bbdd15d03b --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Shortcuts.md @@ -0,0 +1,79 @@ +# VFX Graph keyboard shortcuts reference + +Use keyboard shortcuts to quickly access common operations in Unity. +You can view and edit the VFX Graph shortcuts in **Edit** > **Shortcuts** > **Visual Effect Graph** (macOS: **Unity** > **Shortcuts** > **Visual Effect Graph**). +For more information, refer to [Shortcuts Manager](xref:um-shortcuts-manager). + +![Shortcuts](Images/shortcuts.png) + +## Default shortcuts + +| **Command** | **Shortcut (Windows/Linux)** | **Shortcut (macOS)** | **Description** | +|--------------------------------------------|------------------------------|------------------------|-------------------------------------------------------------------------------| +| **Frame All** | `A` | `A` | Frames all nodes in the graph. | +| **Frame Selection** | `F` | `F` | Frames the selected nodes in the graph. | +| **Frame Origin** | `O` | `O` | Frames to the center of the graph. | +| **Frame Previous** | `[` | `[` | Frames the previous node in the graph. | +| **Frame Next** | `]` | `]` | Frames the next node in the graph. | +| **Deselect All** | `Shift`+`D` | `Shift`+`D` | Deselects all nodes in the graph. | +| **Compile** | `Shift`+`C` | `Shift`+`C` | Compiles the graph by generating the associated compute and fragment shaders. | +| **Duplicate with Link** | `Alt`+`Shift`+`D` | `Option`+`Shift`+`D` | Duplicates the selected nodes and links them to the original nodes. | +| **Restart VFX** | `Shift`+`Space` | `Shift`+`Space` | Restarts the VFX Graph (stops and starts the VFX Graph simulation). | +| **Toggle all debug panels** | `Shift`+`5` | `Shift`+`5` | Toggles all debug panels visibility. | +| **Toggle Blackboard** | `Shift`+`1` | `Shift`+`1` | Shows/hides the blackboard. | +| **Toggle Control Panel** | `Shift`+`3` | `Shift`+`3` | Shows/hides the control panel. | +| **Toggle Profiling Panel** | `Shift`+`4` | `Shift`+`4` | Shows/hides the profiling panel. | +| **Save** | `Control`+`S` | `Command`+`S` | Saves the current VFX Graph. | +| **Save As** | `Shift`+`S` | `Shift`+`S` | Saves the current VFX Graph as a new file. | +| **Open Documentation** | `F1` | `F1` | Opens the VFX Graph documentation in the default web browser. | +| **Group Selection** | `Shift`+`G` | `Shift`+`G` | Creates a group containing the selected nodes. | +| **Toggle Collapse Selection** | `Shift`+`P` | `Shift`+`P` | Collapses/expands the selected nodes. | +| **Insert Node on Link** | `Shift`+`R` | `Shift`+`R` | Inserts a node on the selected link (opens the node search). | +| **Toggle Auto Compile** | `Shift`+`A` | `Shift`+`A` | Toggles auto compile on/off. | +| **Add Sticky Note** | `Shift`+`N` | `Shift`+`N` | Adds a sticky note to the graph. | +| **Clean All Unlinked Operators** | `Shift`+`Backspace` | `Shift`+`Backspace` | Deletes all unlinked operators in the graph. | +| **Convert to Subgraph Operators** | `Shift`+`S` | `Shift`+`S` | Converts selected operators to a subgraph operator. | +| **Toggle Property--Inline** | `Shift`+`X` | `Shift`+`X` | Converts selected operators to a property node and vice-versa. | +| **Save HLSL Code** | `Control`+`S` | `Control`+`S` | Saves the HLSL code when focus is in the HLSL code editor window. | +| **Undo HLSL Change** | `Control`+`Z` | `Control`+`Z` | Undoes the last change in the HLSL code editor. | +| **Redo HLSL Change** | `Control`+`Y` | `Control`+`Y` | Redoes the last change in the HLSL code editor. | +| **Increase Font Size in HLSL Code Editor** | `Control`+`Wheel Up` | `Command`+`Wheel Up` | Increases the font size in the HLSL code editor. | +| **Decrease Font Size in HLSL Code Editor** | `Control`+`Wheel Down` | `Command`+`Wheel Down` | Decreases the font size in the HLSL code editor. | +| **Add Node: Subtract** | `Alt`+`S` | `Option`+`S` | Adds a [Subtract](Operator-Subtract.md) node in the graph. | +| **Add Node: Multiply** | `Alt`+`M` | `Option`+`M` | Adds a [Multiply](Operator-Multiply.md) node in the graph. | +| **Add Node: Add** | `Alt`+`A` | `Option`+`A` | Adds an [Add](Operator-Add.md) node in the graph. | +| **Add Node: Lerp** | `Alt`+`L` | `Option`+`L` | Adds a [Lerp](Operator-Lerp.md) node in the graph. | +| **Add Node: Divide** | `Alt`+`D` | `Option`+`D` | Adds a [Divide](Operator-Divide.md) node in the graph. | +| **Add Node: Float** | `Alt`+`1` | `Option`+`1` | Adds a [Float](Operator-Inlinefloat.md) node in the graph. | +| **Add Node: Vector 2** | `Alt`+`2` | `Option`+`2` | Adds a [Vector 2](Operator-InlineVector2.md) node in the graph. | +| **Add Node: Vector 3** | `Alt`+`3` | `Option`+`3` | Adds a [Vector 3](Operator-InlineVector3.md) node in the graph. | +| **Add Node: Vector 4** | `Alt`+`4` | `Option`+`4` | Adds a [Vector 4](Operator-InlineVector4.md) node in the graph. | +| **Add Node: Age over lifetime** | `Alt`+`O` | `Option`+`O` | Adds an [Age over lifetime](Operator-AgeOverLifetime.md) node in the graph. | +| **Add Node: VFX Time** | `Alt`+`T` | `Option`+`T` | Adds a [VFX time](Operator-TotalTime.md) node in the graph. | +| **Add Node: Random Number** | `Alt`+`F` | `Option`+`F` | Adds a [Random number](Operator-RandomNumber.md) node in the graph. | +| **Add Node: One Minus** | `Alt`+`I` | `Option`+`I` | Adds a [One minus](Operator-OneMinus.md) node in the graph. | +| **Add Node: Saturate** | `Alt`+`Q` | `Option`+`Q` | Adds a [Saturate](Operator-Saturate.md) node in the graph. | +| **Add Node: Custom HLSL** | `Alt`+`H` | `Option`+`H` | Adds a [Custom HLSL](Operator-CustomHLSL.md) node in the graph. | +| **Add Node: Sample Curve** | `Alt`+`U` | `Option`+`U` | Adds a [Sample curve](Operator-SampleCurve.md) node in the graph. | +| **Add Node: Sample Gradient** | `Alt`+`G` | `Option`+`G` | Adds a [Sample gradient](Operator-SampleGradient.md) node in the graph. | +| **Add Node: Power** | `Alt`+`P` | `Option`+`P` | Adds a [Power](Operator-Power.md) node in the graph. | +| **Add Node: Floor** | `Alt`+`[` | `Option`+`[` | Adds a [Floor](Operator-Floor.md) node in the graph. | +| **Add Node: Ceiling** | `Alt`+`]` | `Option`+`]` | Adds a [Ceiling](Operator-Ceiling.md) node in the graph. | +| **Add Node: Clamp** | `Alt`+`=` | `Option`+`=` | Adds a [Clamp](Operator-Clamp.md) node in the graph. | +| **Add Node: Minimum** | `Alt`+`B` | `Option`+`B` | Adds a [Minimum](Operator-Minimum.md) node in the graph. | +| **Add Node: Maximum** | `Alt`+`N` | `Option`+`N` | Adds a [Maximum](Operator-Maximum.md) node in the graph. | +| **Add Node: Smoothstep** | `Alt`+`'` | `Option`+`'` | Adds a [Smoothstep](Operator-Smoothstep.md) node in the graph. | +| **Add Node: Remap** | `Alt`+`R` | `Option`+`R` | Adds a [Remap](Operator-Remap.md) node in the graph. | +| **Add Node: Step** | `Alt`+`J` | `Option`+`J` | Adds a [Step](Operator-Step.md) node in the graph. | +| **Add Node: Absolute** | `Alt`+`\` | `Option`+`\` | Adds an [Absolute](Operator-Absolute.md) node in the graph. | +| **Add Node: Fraction** | `Alt`+`/` | `Option`+`/` | Adds a [Fraction](Operator-Fractional.md) node in the graph. | +| **Add Node: Modulo** | `Alt`+`5` | `Option`+`5` | Adds a [Modulo](Operator-Modulo.md) node in the graph. | +| **Add Node: Compare** | `Alt`+`K` | `Option`+`K` | Adds a [Compare](Operator-Compare.md) node in the graph. | +| **Add Node: Branch** | `Alt`+`Y` | `Option`+`Y` | Adds a [Branch](Operator-Branch.md) node in the graph. | +| **Add Node: Swizzle** | `Alt`+`W` | `Option`+`W` | Adds a [Swizzle](Operator-Swizzle.md) node in the graph. | +| **Add Node: Normalize** | `Alt`+`Z` | `Option`+`Z` | Adds a [Normalize](Operator-Normalize.md) node in the graph. | +| **Add Node: Cross Product** | `Alt`+`X` | `Option`+`X` | Adds a [Cross product](Operator-CrossProduct.md) node in the graph. | +| **Add Node: Dot Product** | `Alt`+`.` | `Option`+`.` | Adds a [Dot product](Operator-DotProduct.md) node in the graph. | +| **Add Node: Negate** | `Alt`+`-` | `Option`+`-` | Adds a [Negate](Operator-Negate.md) node in the graph. | +| **Add Node: Sample Texture 2D** | `Alt`+`E` | `Option`+`E` | Adds a [Sample texture 2D](Operator-SampleTexture2D.md) node in the graph. | +| **Add Node: Color** | `Alt`+`C` | `Option`+`C` | Adds a [Color](Operator-InlineColor.md) node in the graph. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md b/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md index 9de4696388b..96da54f5011 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md @@ -16,6 +16,7 @@ * [Experimental Features](ExperimentalFeatures.md) * [Sample Content](sample-content.md) * [Learning Templates](sample-learningTemplates.md) + * [Shortcuts](Shortcuts.md) * [Graph Logic & Philosophy](GraphLogicAndPhilosophy.md) * [Systems](Systems.md) * [Contexts](Contexts.md) @@ -84,13 +85,9 @@ * [Calculate Mass from Volume](Block-CalculateMassFromVolume.md) * [Map](Block-SetAttributeFromMap.md) * [Set](Block-SetAttribute.md) - * Collision - * [Collide with AABox](Block-CollideWithAABox.md) - * [Collide with Cone](Block-CollideWithCone.md) - * [Collide with Depth Buffer](Block-CollideWithDepthBuffer.md) - * [Collide with Plane](Block-CollideWithPlane.md) - * [Collision Shape Signed Distance Field](Block-CollideWithSignedDistanceField.md) - * [Collide with Sphere](Block-CollideWithSphere.md) + * [Collision](Block-Collision-LandingPage.md) + * [Collision Shape](Block-CollisionShape.md) + * [Collision Depth Buffer](Block-CollideWithDepthBuffer.md) * Flipbook * [Flipbook Player](Block-FlipbookPlayer.md) * Force @@ -119,19 +116,11 @@ * Output * [Camera Fade](Block-CameraFade.md) * [Subpixel Anti-Aliasing](Block-SubpixelAntiAliasing.md) - * Position + * [Position Shape](Block-SetPositionShape-LandingPage.md) * [Set Position (Depth)](Block-SetPosition(Depth).md) - * [Position (Mesh)](Block-SetPosition(Mesh).md) - * [Position (Signed Distance Field)](Block-SetPosition(SignedDistanceField).md) - * [Position (Skinned Mesh)](Block-SetPosition(SkinnedMesh).md) - * [Set Position (Sequential : Circle)](Block-SetPosition(Sequential).md) - * [Set Position (Sequential : Line)](Block-SetPosition(Sequential).md) - * [Set Position (Sequential : ThreeDimensional)](Block-SetPosition(Sequential).md) - * [Set Position (Shape : AABox)](Block-SetPosition(AABox).md) - * [Set Position (Shape : Circle)](Block-SetPosition(Circle).md) - * [Set Position (Shape : Cone)](Block-SetPosition(Cone).md) - * [Set Position (Shape : Line)](Block-SetPosition(Line).md) - * [Set Position (Shape : Sphere)](Block-SetPosition(Sphere).md) + * [Set Position (Mesh)](Block-SetPosition(Mesh).md) + * [Set Position (Skinned Mesh)](Block-SetPosition(SkinnedMesh).md) + * [Set Position Shape](Block-SetPositionShape.md) * [Set Position (Sequential)](Block-SetPosition(Sequential).md) * [Tile/Warp Positions](Block-TileWarpPositions.md) * Size @@ -355,7 +344,7 @@ * [Value Noise](Operator-ValueNoise.md) * Random * [Random Number](Operator-RandomNumber.md) - * [Random Selector](Operator-RandomSelectorWeighted.md) + * [Random Selector](Operator-RandomSelectorWeighted.md) * Sampling * [Buffer Count](Operator-BufferCount.md) * [Get Mesh Index Count](Operator-MeshIndexCount.md) diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/performance-debug-panel.md b/Packages/com.unity.visualeffectgraph/Documentation~/performance-debug-panel.md index 8e39ea73411..f697681dcb3 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/performance-debug-panel.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/performance-debug-panel.md @@ -2,12 +2,12 @@ The Profiling and Debug panels provide useful information about your running Visual Effects, such as CPU and GPU timings, memory usage, texture usage, and various states. These allow you to keep the performance of your effects under control while you author them. -To enable the Profiling and Debug panels, select the debug icon in the top right of the Visual Effect Graph window. All the information displayed in the Profiling and Debug panels refers to the attached GameObject. +To enable the Profiling and Debug panels, follow these steps: -**Note**: For the Profiling and Debug panels to work, the Visual Effect Graph window needs to be attached to a GameObject that has a Visual Effect component. For details on how to attach a GameObject to the working window, see [Attaching a Visual Effect] (GettingStarted.md#attaching-a-visual-effect-from-the-scene-to-the-current-graph). +1. Attach the **Visual Effect Graph** window to a GameObject that has a **Visual Effect** component. For more information, refer to [Attaching a Visual Effect](GettingStarted.md#attaching-a-visual-effect-from-the-scene-to-the-current-graph). +2. Select the debug icon in the top-right of the **Visual Effect Graph** window. - -![ProfilingPanel-Overview.png](Images%2FProfilingPanel-Overview.png) +All the information displayed in the Profiling and Debug panels refers to the attached GameObject. ## Graph Debug Information diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-api.md b/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-api.md index fab2a80fe88..930ca2805c1 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-api.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-api.md @@ -15,7 +15,7 @@ Within a Visual Effect Graph, create a new exposed Texture3D property. To do thi 3. Double-click on the new Texture3D, enter a meaningful name, and press enter to save it. You use this name to identify the property from the C# API. 4. To the left of the new Texture3D, click the drop-down arrow. 5. Enable **Exposed** if it is not already. -6. Drag the property into the graph and connect it to an input that accepts an SDF. For example, the **Distance Field** property of a [Collision Shape Signed Distance Field](Block-CollideWithSignedDistanceField.md) Block. +6. Drag the property into the graph and connect it to an input that accepts an SDF. For example, the **Distance Field** property of a [Collision Shape](Block-CollisionShape.md) block where **Shape** is set to **Signed Distance Field**. ![Assigning an SDF to the Distance Field input port of the Collision Shape Signed Distance Field Block.](Images/sdf-bake-tool-api-example.png) Assigning an SDF to the Distance Field input port of the Collision Shape Signed Distance Field Block. diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-window.md b/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-window.md index 3ecde422822..0934e4cc676 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-window.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-window.md @@ -6,7 +6,7 @@ To open the SDF Bake Tool window, select **Window** > **Visual Effects** > **Uti ## Working with the SDF Bake Tool window -In the Unity Editor, in the [Visual Effect Graph window](VisualEffectGraphWindow.md), blocks and operators, such as [Collision Shape Signed Distance Field](Block-CollideWithSignedDistanceField.md), take an SDF as an input. +In the Unity Editor, in the [Visual Effect Graph window](VisualEffectGraphWindow.md), blocks and operators, such as [Collision Shape](Block-CollisionShape.md), take an SDF as an input. ![The Update Particle context.](Images/sdf-update-particle-context.png) The **Update Particle** context. @@ -28,7 +28,7 @@ To make it easier to iterate over signed distance fields, the SDF Bake Tool wind * With the SDF Bake Tool window open, select the asset in the Project window. * In the Project window, double-click the asset. If the SDF Bake Tool window isn't open, this opens the window and assigns the asset. -Note: To use the SDF asset with the [Collision Shape Signed Distance Field](Block-CollideWithSignedDistanceField.md) block. In the block, set the **Size** of the **Field Transform** to match the **Box Size** that you used in the SDF Bake Tool. +Note: To use the SDF asset with the [Collision Shape](Block-CollisionShape.md) block. In the block, set the **Size** of the **Field Transform** to match the **Box Size** that you used in the SDF Bake Tool. ## Properties diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/sdf-in-vfx-graph.md b/Packages/com.unity.visualeffectgraph/Documentation~/sdf-in-vfx-graph.md index df1e0681553..e74a586864d 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/sdf-in-vfx-graph.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/sdf-in-vfx-graph.md @@ -6,9 +6,9 @@ Signed Distance Fields (SDF) are 3D textures where each texel stores the distanc In the Visual Effect Graph, there are several nodes that use SDFs to create effects: -- [**Position On Signed Distance Field**](Block-SetPosition(SignedDistanceField).md): Positions particles either within the volume of the SDF or on its surface. +- [**Position On Signed Distance Field**](Block-SetPositionShape.md): Positions particles either within the volume of the SDF or on its surface. - [**Attractor Shape Signed Distance Field**](Block-ConformToSignedDistanceField.md): Attracts particles towards an SDF. This is useful for pulling particles towards a complex shape that would be difficult to replicate using other force blocks. -- [**Collision Shape Signed Distance Field**](Block-CollideWithSignedDistanceField.md): Simulates collision between particles and an SDF. This is useful when you want particles to collide with complex shapes. +- [**Collision Shape Signed Distance Field**](Block-CollisionShape.md): Simulates collision between particles and an SDF. This is useful when you want particles to collide with complex shapes. - [**Sample Signed Distance Field**](Operator-SampleSDF.md): Samples an SDF and enables you to create custom behavior with the result. ## Generating SDFs diff --git a/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs b/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs index c2fca93d425..e5677a775f3 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs @@ -975,7 +975,7 @@ public void FillDependentBuffer( { stripBufferIndex = bufferDescs.Count; uint stripCapacity = (uint)data.GetSettingValue("stripCapacity"); - bufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = stripCapacity * 5 + 1, stride = 4}); + bufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXStripDataBuffer", target = GraphicsBuffer.Target.Structured, size = stripCapacity * 5 + 1, stride = 4}); } buffers.stripBuffers.Add(data, stripBufferIndex); @@ -983,7 +983,7 @@ public void FillDependentBuffer( if (data.NeedsComputeBounds()) { boundsBufferIndex = bufferDescs.Count; - bufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = 6, stride = 4}); + bufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXBoundsBuffer", target = GraphicsBuffer.Target.Structured, size = 6, stride = 4}); } buffers.boundsBuffers.Add(data, boundsBufferIndex); } @@ -997,7 +997,7 @@ public void FillDependentBuffer( { eventBufferIndex = bufferDescs.Count; // 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 }); + bufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXGPUEventsBuffer", target = GraphicsBuffer.Target.Structured, size = 3 + capacity, stride = 4 }); } buffers.eventBuffers.Add(data, eventBufferIndex); } diff --git a/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs index b13bf2e7c97..aec4c92c919 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs @@ -160,6 +160,7 @@ public VFXGPUBufferDesc GetBufferDesc(uint capacity, ComputeBufferMode mode = Co }); return new VFXGPUBufferDesc() { + debugName = "VFXAttributeBuffer", target = GraphicsBuffer.Target.Raw, size = GetBufferSize(capacity), stride = 4, @@ -724,7 +725,7 @@ private void PrepareAABBBuffers(out List outputsShari uint sharedDecimationFactor = outputsSharingAABB[0].GetRaytracingDecimationFactor(); uint aabbBufferCount = (capacity + sharedDecimationFactor - 1) / sharedDecimationFactor; sharedAabbBufferIndex = outBufferDescs.Count; - outBufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = 0u, stride = 24 }); + outBufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXAabbBuffer", target = GraphicsBuffer.Target.Structured, size = 0u, stride = 24 }); systemBufferMappings.Add(new VFXMapping("aabbBuffer", sharedAabbBufferIndex)); sharedAabbCount = aabbBufferCount; } @@ -736,7 +737,7 @@ private void PrepareAABBBuffers(out List outputsShari int bufferIndex = outBufferDescs.Count; outputsOwningAABB.Add(output, bufferIndex); outputAabbSize.Add(output, aabbBufferCount); - outBufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = 0u, stride = 24 }); + outBufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXAabbBuffer" + outputId, target = GraphicsBuffer.Target.Structured, size = 0u, stride = 24 }); systemBufferMappings.Add(new VFXMapping("aabbBuffer" + outputId++, bufferIndex)); } } @@ -872,7 +873,7 @@ public override void FillDescs( if (!hasStrip) // No dead list for strips { deadListBufferIndex = outBufferDescs.Count; - outBufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = capacity + 2, stride = 4 }); //capacity + 2 for the two counters + outBufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXDeadList", target = GraphicsBuffer.Target.Structured, size = capacity + 2, stride = 4 }); //capacity + 2 for the two counters systemBufferMappings.Add(new VFXMapping("deadList", deadListBufferIndex)); } } @@ -1007,7 +1008,7 @@ public override void FillDescs( { globalIndirectBufferIndex = outBufferDescs.Count; systemBufferMappings.Add(new VFXMapping("indirectBuffer0", outBufferDescs.Count)); - outBufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = capacity + 1, stride = 4 }); + outBufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXIndirectBuffer0", target = GraphicsBuffer.Target.Structured, size = capacity + 1, stride = 4 }); } } @@ -1107,7 +1108,10 @@ public override void FillDescs( outBufferDescs.Add(new VFXGPUBufferDesc { - target = bufferDescriptor.bufferTarget, size = size, stride = bufferDescriptor.stride + debugName = bufferName, + target = bufferDescriptor.bufferTarget, + size = size, + stride = bufferDescriptor.stride }); } } @@ -1155,10 +1159,10 @@ int GetBufferIndex(VFXTask task, string baseName) sortBufferAIndex = outBufferDescs.Count; sortBufferBIndex = sortBufferAIndex + 1; - outBufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = capacity + 1, stride = 8 }); + outBufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXSortBufferA", target = GraphicsBuffer.Target.Structured, size = capacity + 1, stride = 8 }); systemBufferMappings.Add(new VFXMapping("sortBufferA", sortBufferAIndex)); - outBufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = capacity + 1, stride = 8 }); + outBufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXSortBufferB", target = GraphicsBuffer.Target.Structured, size = capacity + 1, stride = 8 }); systemBufferMappings.Add(new VFXMapping("sortBufferB", sortBufferBIndex)); } @@ -1176,7 +1180,7 @@ int GetBufferIndex(VFXTask task, string baseName) // add previous frame index sizePerElement += 4U; int currentElementToVFXBufferMotionVector = outTemporaryBufferDescs.Count; - outTemporaryBufferDescs.Add(new VFXTemporaryGPUBufferDesc() { frameCount = 2u, desc = new VFXGPUBufferDesc { target = GraphicsBuffer.Target.Raw, size = capacity * sizePerElement, stride = 4 } }); + outTemporaryBufferDescs.Add(new VFXTemporaryGPUBufferDesc() { frameCount = 2u, desc = new VFXGPUBufferDesc { debugName = "VFXMovecsBuffer", target = GraphicsBuffer.Target.Raw, size = capacity * sizePerElement, stride = 4 } }); elementToVFXBufferMotionVector.Add(context.output, currentElementToVFXBufferMotionVector); } } @@ -1458,7 +1462,7 @@ int GetBufferIndex(VFXTask task, string baseName) if (capacity > 4096) // Add scratch buffer { sortTaskDesc.buffers[1] = new VFXMapping("scratchBuffer", outBufferDescs.Count); - outBufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = capacity + 1, stride = 8 }); + outBufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXScratchSortBuffer", target = GraphicsBuffer.Target.Structured, size = capacity + 1, stride = 8 }); } else sortTaskDesc.buffers[1] = new VFXMapping("scratchBuffer", -1); // No scratchBuffer needed @@ -1474,11 +1478,11 @@ 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[instancingIndirectAndActiveIndirectBufferIndex] = new VFXGPUBufferDesc() { debugName = "VFXInstancesIndirectionBuffer", target = GraphicsBuffer.Target.Structured, size = 1u + (uint)instanceSplitDescs.Count() , 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 }; + outBufferDescs[instancesPrefixSumBufferIndex] = new VFXGPUBufferDesc() { debugName = "VFXInstancesPrefixSumBuffer", target = GraphicsBuffer.Target.Structured, size = (uint)instanceSplitDescs.Count() + 1u, stride = 4, mode = ComputeBufferMode.Dynamic }; } if (hasStrip && hasKill) @@ -1551,7 +1555,11 @@ private void FillGraphValuesBuffers(List outBufferDescs, List< graphValuesIndex = outBufferDescs.Count; outBufferDescs.Add(new VFXGPUBufferDesc() { - target = GraphicsBuffer.Target.Raw, size = graphValuesSize, stride = 4u, mode = ComputeBufferMode.Dynamic + debugName = "VFXGraphValuesBuffer", + target = GraphicsBuffer.Target.Raw, + size = graphValuesSize, + stride = 4u, + mode = ComputeBufferMode.Dynamic }); systemBufferMappings.Add(new VFXMapping("graphValuesBuffer", graphValuesIndex)); } @@ -1561,12 +1569,12 @@ private static void FillPrefixSumBuffers(List outBufferDescs, out int spawnBufferIndex) { instancesPrefixSumBufferIndex = outBufferDescs.Count; - outBufferDescs.Add(new VFXGPUBufferDesc()); // description will be filled at the end when knowning split descs size. + outBufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXInstancingPrefixSumBuffer" }); // description will be filled at the end when knowning split descs size. systemBufferMappings.Add(new VFXMapping("instancingPrefixSum", instancesPrefixSumBufferIndex)); spawnBufferIndex = outBufferDescs.Count; uint spawnCountSize = Math.Max(staticSourceCount, 1u); - outBufferDescs.Add(new VFXGPUBufferDesc() { target = GraphicsBuffer.Target.Structured, size = spawnCountSize + 1u, stride = 4, mode = ComputeBufferMode.Dynamic }); + outBufferDescs.Add(new VFXGPUBufferDesc() { debugName = "VFXSpawnEventBuffer", target = GraphicsBuffer.Target.Structured, size = spawnCountSize + 1u, stride = 4, mode = ComputeBufferMode.Dynamic }); systemBufferMappings.Add(new VFXMapping("spawnBuffer", spawnBufferIndex)); } diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/VFXErrorManager.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/VFXErrorManager.cs index 69a07ce7cc6..1eb13b516b8 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/VFXErrorManager.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/VFXErrorManager.cs @@ -158,7 +158,10 @@ public void GenerateErrors() } finally { + // swap dirty and scheduled models + var tmp = m_DirtyModels; m_DirtyModels = m_ScheduledModels; + m_ScheduledModels = tmp; m_ScheduledModels.Clear(); m_IsGeneratingErrors = false; } diff --git a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfig.template.hlsl b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfig.template.hlsl index 31c7d66eb3f..b4af44d5128 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfig.template.hlsl +++ b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfig.template.hlsl @@ -187,7 +187,7 @@ float3 GetStripTangent(float3 currentPos, uint instanceIndex, uint relativeIndex nextTangent = tangent * rsqrt(sqrLength); } - return normalize(prevTangent + nextTangent); + return VFXSafeNormalize(prevTangent + nextTangent); } #endif 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 a3907bd97f0..d559284de43 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigPlanarPrimitive.template.hlsl +++ b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigPlanarPrimitive.template.hlsl @@ -128,7 +128,7 @@ bool GetMeshAndElementIndex(inout VFX_SRP_ATTRIBUTES input, inout AttributesElem input.normalOS = float3(0, 0, -1); #endif #ifdef ATTRIBUTES_NEED_TANGENT - input.tangentOS = float4(1, 0, 0, 1); + input.tangentOS = float4(1, 0, 0, -1); #endif #ifdef ATTRIBUTES_NEED_COLOR input.color = float4(1, 1, 1, 1); diff --git a/Packages/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template b/Packages/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template index b03e89c1da3..00ee99415d7 100644 --- a/Packages/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template +++ b/Packages/com.unity.visualeffectgraph/Shaders/ParticleMeshes/Pass.template @@ -126,7 +126,7 @@ const VFXUVData uvData = GetUVData(i); #ifdef VFX_VARYING_TANGENT float3 tangentWS = normalize(i.VFX_VARYING_TANGENT.xyz); -float3 bitangentWS = cross(normalWS,tangentWS) * (i.VFX_VARYING_TANGENT.w * faceMul); +float3 bitangentWS = cross(normalWS,tangentWS) * i.VFX_VARYING_TANGENT.w * GetOddNegativeScale(); float3x3 tbn = float3x3(tangentWS,bitangentWS,normalWS); #if USE_NORMAL_MAP diff --git a/Packages/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/Pass.template b/Packages/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/Pass.template index 877b368ac71..5da770e00cc 100644 --- a/Packages/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/Pass.template +++ b/Packages/com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/Pass.template @@ -21,7 +21,7 @@ ${VFXBegin:VFXComputeNormalWS} #ifdef VFX_VARYING_TANGENT float3 tangentWS = i.VFX_VARYING_TANGENT; - float3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL); + float3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL) * GetOddNegativeScale(); #if defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING float3 bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(max(0.0f,1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)))); diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template b/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template index e1009c0e6b8..1f18dbc475c 100644 --- a/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template +++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template @@ -306,7 +306,7 @@ float3 GetStripTangent(float3 currentPos, uint instanceIndex, uint relativeIndex nextTangent = tangent * rsqrt(sqrLength); } - return normalize(prevTangent + nextTangent); + return VFXSafeNormalize(prevTangent + nextTangent); } ${VFXEnd} diff --git a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTestBase.cs b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTestBase.cs index 31a268acdd2..2eca023cacc 100644 --- a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTestBase.cs +++ b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTestBase.cs @@ -81,41 +81,14 @@ public void SetUpContext() renderGraphContext.ActivateContext(requestedRGContext); gpuResidentDrawerContext.ActivateContext(requestedGRDContext); - Assert.That( - GlobalContextManager.GetGlobalContext()?.Context, - Is.EqualTo((int)requestedRGContext), - $"Expected {requestedRGContext} but was {(RenderGraphContext)GlobalContextManager.GetGlobalContext()?.Context}" - ); - - Assert.That( - GlobalContextManager.GetGlobalContext()?.Context, - Is.EqualTo((int)requestedGRDContext), - $"Expected {requestedGRDContext} but was {(GpuResidentDrawerContext)GlobalContextManager.GetGlobalContext()?.Context}" - ); + GlobalContextManager.AssertContextIs(requestedRGContext); + GlobalContextManager.AssertContextIs(requestedGRDContext); } [TearDown] public void TearDown() { - Assert.That( - GlobalContextManager.GetGlobalContext()?.Context, - Is.EqualTo((int)requestedRGContext), - $"Expected {requestedRGContext} but was {(RenderGraphContext)GlobalContextManager.GetGlobalContext()?.Context}" - ); - - // Right now we can't guarantee that the GRD context will not fall back to a different value during the test. - // So just log a warning if it does. - if ( - requestedGRDContext - != (GpuResidentDrawerContext) - GlobalContextManager.GetGlobalContext()?.Context - ) - { - GraphicsTestLogger.Log( - LogType.Warning, - $"Expected {requestedGRDContext} but was {(GpuResidentDrawerContext)GlobalContextManager.GetGlobalContext()?.Context}" - ); - } + GlobalContextManager.AssertContextIs(requestedRGContext); Debug.ClearDeveloperConsole(); #if ENABLE_VR diff --git a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs index fa5220661b2..3ea0d148456 100644 --- a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs +++ b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs @@ -66,9 +66,9 @@ public static IEnumerator RunGraphicsTest(SceneGraphicsTestCase testCase) // Disable camera track for OCULUS_SDK and OPENXR_SDK so we ensure we get a consistent screen capture for image comparison #if OCULUS_SDK || OPENXR_SDK - // This code is added to hande a case where some test(001_SimpleCube_deferred_RenderPass) would throw error on Quest Vulkan, which would pollute the console for the tests running after. + // This code is added to hande a case where some test(001_SimpleCube_deferred_RenderPass) would throw error on Quest Vulkan, which would pollute the console for the tests running after. UnityEngine.Debug.ClearDeveloperConsole(); - + XRDevice.DisableAutoXRCameraTracking(Camera.main, true); #endif var settings = Object.FindAnyObjectByType(); @@ -110,20 +110,27 @@ public static IEnumerator RunGraphicsTest(SceneGraphicsTestCase testCase) if (settings.ImageComparisonSettings.UseBackBuffer) { waitFrames = Mathf.Max(waitFrames, 1); + } - if (settings.SetBackBufferResolution) - { - // Set screen/backbuffer resolution before doing the capture in ImageAssert.AreEqual. This will avoid doing - // any resizing/scaling of the rendered image when comparing with the reference image in ImageAssert.AreEqual. - // This has to be done before WaitForEndOfFrame, as the request will only be applied after the frame ends. - int targetWidth = settings.ImageComparisonSettings.TargetWidth; - int targetHeight = settings.ImageComparisonSettings.TargetHeight; - Screen.SetResolution(targetWidth, targetHeight, true); - - // We need to wait at least 2 frames for the Screen.SetResolution to take effect. - // After that, Screen.width and Screen.height will have the target resolution. - waitFrames = Mathf.Max(waitFrames, 2); - } + if (settings.SetBackBufferResolution) + { + // Set screen/backbuffer resolution before doing the capture in ImageAssert.AreEqual. This will avoid doing + // any resizing/scaling of the rendered image when comparing with the reference image in ImageAssert.AreEqual. + // This has to be done before WaitForEndOfFrame, as the request will only be applied after the frame ends. + int targetWidth = settings.ImageComparisonSettings.TargetWidth; + int targetHeight = settings.ImageComparisonSettings.TargetHeight; + Screen.SetResolution(targetWidth, targetHeight, settings.ImageComparisonSettings.UseBackBuffer ? FullScreenMode.FullScreenWindow : Screen.fullScreenMode); + + // Yield once to finish the current frame (this code runs before the rendering in a frame) with the former + // resolution. + // Yield twice to finish the next frame with the new resolution taking effect. + // Note that once the yields finish and the test resumes after the next for loop, the rendering will be + // in the same frame where the new resolution first took place. For effects such as motion vector + // rendering it means if the aspect ratio changes after setting the resolution, the previous camera matrix + // will be reset, cancelling out all the camera-based motions. + // In this case (e.g. UniversalGraphicsTest_Terrain, test scene 300 and 301) increase the wait frame to 3 + // on the UniversalGraphicsTestSettings component. + waitFrames = Mathf.Max(waitFrames, 2); } for (int i = 0; i < waitFrames; i++) diff --git a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/CommonAssets/Shadergraph/SixWayShaderGraph.shadergraph b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/CommonAssets/Shadergraph/SixWayShaderGraph.shadergraph index 3ac19fcaa19..47468a0d1bf 100644 --- a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/CommonAssets/Shadergraph/SixWayShaderGraph.shadergraph +++ b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/CommonAssets/Shadergraph/SixWayShaderGraph.shadergraph @@ -69,24 +69,6 @@ { "m_Id": "964af7f8114742dbbc48e144d439856e" }, - { - "m_Id": "15844d84ebea4c9194201d80e8555baf" - }, - { - "m_Id": "7f238c1dc726415aa81e97c9bbc68cb4" - }, - { - "m_Id": "4024d0508d844747b0ed7f9e3aa767c2" - }, - { - "m_Id": "c055618ed79842e89e7093a188ad00aa" - }, - { - "m_Id": "2e7153e66c7d428a90d072d3a7a96901" - }, - { - "m_Id": "bfcd0bcfa3c74c79ae8a1b92ee9602f0" - }, { "m_Id": "12c2064aa18841a29fde5cdbab9b5c86" }, @@ -171,20 +153,6 @@ "m_SlotId": 2 } }, - { - "m_OutputSlot": { - "m_Node": { - "m_Id": "4024d0508d844747b0ed7f9e3aa767c2" - }, - "m_SlotId": 1 - }, - "m_InputSlot": { - "m_Node": { - "m_Id": "c055618ed79842e89e7093a188ad00aa" - }, - "m_SlotId": 0 - } - }, { "m_OutputSlot": { "m_Node": { @@ -241,62 +209,6 @@ "m_SlotId": 3 } }, - { - "m_OutputSlot": { - "m_Node": { - "m_Id": "7f238c1dc726415aa81e97c9bbc68cb4" - }, - "m_SlotId": 6 - }, - "m_InputSlot": { - "m_Node": { - "m_Id": "bfcd0bcfa3c74c79ae8a1b92ee9602f0" - }, - "m_SlotId": 0 - } - }, - { - "m_OutputSlot": { - "m_Node": { - "m_Id": "7f238c1dc726415aa81e97c9bbc68cb4" - }, - "m_SlotId": 7 - }, - "m_InputSlot": { - "m_Node": { - "m_Id": "bfcd0bcfa3c74c79ae8a1b92ee9602f0" - }, - "m_SlotId": 1 - } - }, - { - "m_OutputSlot": { - "m_Node": { - "m_Id": "7f238c1dc726415aa81e97c9bbc68cb4" - }, - "m_SlotId": 7 - }, - "m_InputSlot": { - "m_Node": { - "m_Id": "c055618ed79842e89e7093a188ad00aa" - }, - "m_SlotId": 1 - } - }, - { - "m_OutputSlot": { - "m_Node": { - "m_Id": "bfcd0bcfa3c74c79ae8a1b92ee9602f0" - }, - "m_SlotId": 2 - }, - "m_InputSlot": { - "m_Node": { - "m_Id": "2e7153e66c7d428a90d072d3a7a96901" - }, - "m_SlotId": 0 - } - }, { "m_OutputSlot": { "m_Node": { @@ -403,9 +315,6 @@ { "m_Id": "964af7f8114742dbbc48e144d439856e" }, - { - "m_Id": "15844d84ebea4c9194201d80e8555baf" - }, { "m_Id": "12c2064aa18841a29fde5cdbab9b5c86" }, @@ -436,6 +345,7 @@ "m_OutputNode": { "m_Id": "" }, + "m_SubDatas": [], "m_ActiveTargets": [ { "m_Id": "bc87d2a8e01c4e6e912378e73f14fe11" @@ -526,7 +436,7 @@ "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.SystemData", "m_ObjectId": "0fa1a011182c4354806ecebd4bdd9155", - "m_MaterialNeedsUpdateHash": 24, + "m_MaterialNeedsUpdateHash": 1, "m_SurfaceType": 1, "m_RenderingPass": 4, "m_BlendMode": 4, @@ -535,7 +445,8 @@ "m_TransparentCullMode": 2, "m_OpaqueCullMode": 2, "m_SortPriority": 0, - "m_AlphaTest": true, + "m_AlphaTest": false, + "m_ExcludeFromTUAndAA": false, "m_TransparentDepthPrepass": false, "m_TransparentDepthPostpass": false, "m_SupportLodCrossFade": false, @@ -619,30 +530,6 @@ } } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", - "m_ObjectId": "13bef45e6ff74837bc1f8ae69ce66d86", - "m_Id": 1, - "m_DisplayName": "Out", - "m_SlotType": 1, - "m_Hidden": false, - "m_ShaderOutputName": "Out", - "m_StageCapability": 3, - "m_Value": { - "x": 0.0, - "y": 0.0, - "z": 0.0, - "w": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0, - "w": 0.0 - } -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BlockNode", @@ -677,40 +564,6 @@ "m_SerializedDescriptor": "SurfaceDescription.LeftBottomFront" } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.BlockNode", - "m_ObjectId": "15844d84ebea4c9194201d80e8555baf", - "m_Group": { - "m_Id": "" - }, - "m_Name": "SurfaceDescription.AlphaClipThresholdShadow", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": 0.0, - "y": 0.0, - "width": 0.0, - "height": 0.0 - } - }, - "m_Slots": [ - { - "m_Id": "7052f1a386cb463dbfb1e3489686a7e3" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SerializedDescriptor": "SurfaceDescription.AlphaClipThresholdShadow" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -814,7 +667,7 @@ "overrideHLSLDeclaration": false, "hlslDeclarationOverride": 0, "m_Hidden": false, - "m_Value": 45.0, + "m_Value": 30.0, "m_FloatType": 0, "m_RangeValues": { "x": 0.0, @@ -837,30 +690,6 @@ "m_Labels": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", - "m_ObjectId": "24bcb56f9fda4618a82934bc71694461", - "m_Id": 0, - "m_DisplayName": "A", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "A", - "m_StageCapability": 3, - "m_Value": { - "x": 0.0, - "y": 0.0, - "z": 0.0, - "w": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0, - "w": 0.0 - } -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot", @@ -1045,97 +874,6 @@ "m_Labels": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", - "m_ObjectId": "2e1954dda135442abe808ca7b724db9b", - "m_Id": 1, - "m_DisplayName": "B", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "B", - "m_StageCapability": 3, - "m_Value": { - "e00": 2.0, - "e01": 2.0, - "e02": 2.0, - "e03": 2.0, - "e10": 2.0, - "e11": 2.0, - "e12": 2.0, - "e13": 2.0, - "e20": 2.0, - "e21": 2.0, - "e22": 2.0, - "e23": 2.0, - "e30": 2.0, - "e31": 2.0, - "e32": 2.0, - "e33": 2.0 - }, - "m_DefaultValue": { - "e00": 1.0, - "e01": 0.0, - "e02": 0.0, - "e03": 0.0, - "e10": 0.0, - "e11": 1.0, - "e12": 0.0, - "e13": 0.0, - "e20": 0.0, - "e21": 0.0, - "e22": 1.0, - "e23": 0.0, - "e30": 0.0, - "e31": 0.0, - "e32": 0.0, - "e33": 1.0 - } -} - -{ - "m_SGVersion": 1, - "m_Type": "UnityEditor.ShaderGraph.CustomFunctionNode", - "m_ObjectId": "2e7153e66c7d428a90d072d3a7a96901", - "m_Group": { - "m_Id": "" - }, - "m_Name": "TransmissionToDepth (Custom Function)", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": -1359.0, - "y": 1087.0, - "width": 277.0, - "height": 278.0 - } - }, - "m_Slots": [ - { - "m_Id": "50f405134d7348b2ad5aaa16839fe620" - }, - { - "m_Id": "4a97254a069a4514add72874a4ffec1d" - } - ], - "synonyms": [ - "code", - "HLSL" - ], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_SourceType": 1, - "m_FunctionName": "TransmissionToDepth", - "m_FunctionSource": "", - "m_FunctionBody": "depth = -exp(- 5 * transmission);\n" -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.SamplerStateMaterialSlot", @@ -1246,28 +984,6 @@ ] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.UVMaterialSlot", - "m_ObjectId": "3b4e8e22c9114290a1f99f3a0875685b", - "m_Id": 2, - "m_DisplayName": "UV", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "UV", - "m_StageCapability": 3, - "m_Value": { - "x": 0.0, - "y": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0 - }, - "m_Labels": [], - "m_Channel": 0 -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.Rendering.HighDefinition.ShaderGraph.HDSixWaySubTarget", @@ -1341,85 +1057,6 @@ "m_SerializedDescriptor": "VertexDescription.Normal" } -{ - "m_SGVersion": 0, - 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"z": 0.0, - "w": 0.0 - }, - "m_DefaultValue": { - "x": 0.0, - "y": 0.0, - "z": 0.0, - "w": 0.0 - } -} - -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "4a97254a069a4514add72874a4ffec1d", - "m_Id": 1, - "m_DisplayName": "depth", - "m_SlotType": 1, - "m_Hidden": false, - "m_ShaderOutputName": "depth", - "m_StageCapability": 3, - "m_Value": 0.0, - "m_DefaultValue": 0.0, - "m_Labels": [] -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", @@ -1510,69 +1147,6 @@ "m_MipSamplingMode": 0 } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "50f405134d7348b2ad5aaa16839fe620", - "m_Id": 0, - "m_DisplayName": "transmission", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "transmission", - "m_StageCapability": 3, - "m_Value": 0.0, - "m_DefaultValue": 0.0, - "m_Labels": [] -} - -{ - "m_SGVersion": 0, - "m_Type": 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55fd0adadf26d425eaa36b3e1d10269a +guid: 48c0321666cf37348ad7a9980a59880d folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Runtime/Examples/LogEvents.cs b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Runtime/Examples/LogEvents.cs new file mode 100644 index 00000000000..cf2340048bf --- /dev/null +++ b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Runtime/Examples/LogEvents.cs @@ -0,0 +1,34 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.VFX; + +[ExecuteInEditMode] +class LogEventNames : MonoBehaviour +{ + // Called when the script or GameObject is enabled + void OnEnable() + { + VisualEffect vfx = GetComponent(); + if (vfx != null && vfx.visualEffectAsset != null) + { + VisualEffectAsset vfxAsset = vfx.visualEffectAsset; + var eventNames = new List(); + + // Retrieve all events from the VisualEffectAsset and store them in the list + vfxAsset.GetEvents(eventNames); + if (eventNames.Count == 0) + { + Debug.Log($"There are no events listed for asset: {vfxAsset}"); + } + + foreach (var eventName in eventNames) + { + Debug.Log($"Event: {eventName}"); + } + } + else + { + Debug.Log("Unable to retrieve VisualEffect component or VisualEffectAsset is null."); + } + } +} diff --git a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Runtime/Examples/LogEvents.cs.meta b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Runtime/Examples/LogEvents.cs.meta new file mode 100644 index 00000000000..d36e65c9f3f --- /dev/null +++ b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Runtime/Examples/LogEvents.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 106e29db86128394d9c97440b9bb1db7 \ No newline at end of file diff --git a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Runtime/Examples/LogExposedProperties.cs 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a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Scenes/115_ReflectionsAPVFallback_OneLayer_Quality.unity.meta b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Scenes/115_ReflectionsAPVFallback_OneLayer_Quality.unity.meta new file mode 100644 index 00000000000..2f70a8a855e --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Scenes/115_ReflectionsAPVFallback_OneLayer_Quality.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: a696eb2aa9fb7bf4a83adfa65fa9e161 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset b/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset index 9030b1c8e45..b26999482d9 100644 --- a/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/ProjectSettings/EditorBuildSettings.asset @@ -104,6 +104,12 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/114_Reflections_Decals.unity guid: f9afac297292781459c3e9072f8a2708 + - enabled: 1 + path: Assets/Scenes/115_ReflectionsAPVFallback_Default.unity + guid: c638560d58a323243947dee0a7a571da + - enabled: 1 + path: Assets/Scenes/115_ReflectionsAPVFallback_OneLayer_Quality.unity + guid: a696eb2aa9fb7bf4a83adfa65fa9e161 - enabled: 1 path: Assets/Scenes/201_LargeAmbientOcclusion.unity guid: 41a04a0db6c8e4e4eb54296e4521c3e5 diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.asmdef b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.asmdef index 5d3fdd1a550..3ccf5d5dc19 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.asmdef +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.asmdef @@ -10,7 +10,8 @@ "UnityEditor.TestTools.Graphics", "Unity.Testing.XR.Runtime", "Unity.Testing.XR.Editor", - "UnityEngine.TestTools.Graphics.Contexts" + "UnityEngine.TestTools.Graphics.Contexts", + "UnityEngine.Graphics.Testing.Common.Runtime" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.cs index 2e6d9c879ff..7181dfcebc8 100644 --- a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.cs +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Tests/HDRP_Graphics_Tests.cs @@ -1,299 +1,395 @@ using System.Collections; using System.Runtime.InteropServices; using NUnit.Framework; -using UnityEngine; -using UnityEngine.Rendering; +using UnityEngine.SceneManagement; using UnityEngine.TestTools; using UnityEngine.TestTools.Graphics; using UnityEngine.TestTools.Graphics.Contexts; +using UnityEngine.TestTools.Graphics.Platforms; -// NOTE: Important! IgnoreGraphicsTest uses a pattern to ignore all Unity-scenes found which name matches that pattern. -// That means that, you can filter-out more than one test without realizing if not careful (i.e. the pattern '5011_VolumetricClouds' -// will filter-out the tests 5011_VolumetricClouds, 5011_VolumetricCloudsShadows and 5011_VolumetricCloudsShadowsBake). -// To avoid this, add an extra '$' character to the end of your pattern to make it a strict-match. - -// [MockHmdSetup] -public class HDRP_Graphics_Tests -#if UNITY_EDITOR - : IPrebuildSetup -#endif +namespace UnityEngine.Rendering.HighDefinition.Tests { - [UnityTest] - [SceneGraphicsTest(@"Assets/GraphicTests/Scenes/^[0-9]+")] - [Timeout(450 * 1000)] // Set timeout to 450 sec. to handle complex scenes with many shaders (previous timeout was 300s) - // TODO: Add/Create Jira tickets for all of these. - [IgnoreGraphicsTest("1104_Unlit_Distortion_Compose$", "Need to update DX/VK/Intel-Mac ref-images.")] - [IgnoreGraphicsTest("1206_Lit_Transparent_Distortion$", "Outdated (Lit doesn't support distortion anymore). Should be removed.")] - [IgnoreGraphicsTest( - "1215_Lit_SubSurfaceScattering$", - "Outdated ref-image + Slight noise divergence in the SSS.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "1217_Lit_SSS_Pre-Post$", - "Slight noise divergence in the SSS + Some bigger difference near the top of the image.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "1221_Lit_POM_Emission$", - "There seems to be differences in texture-sampling between DX/VK and Metal GPUs. DX seems to be forcing trilinear filtering when using anisotropy, according to: https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Texture-anisoLevel.html", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "1227_Lit_Planar_Triplanar_ObjectSpace$", - "Similar sampling issue to 1221.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal, GraphicsDeviceType.Vulkan } - )] - [IgnoreGraphicsTest( - "1351_Fabric$", - "(Intel Mac) Slight divergence on the right-most materials.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, - architectures: new [] { Architecture.X64 } - )] - [IgnoreGraphicsTest( - "1710_Decals_Normal_Patch$", - "(Intel Mac) Decals missing on top of StackLit and Fabric planes.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, - architectures: new [] { Architecture.X64 } - )] - [IgnoreGraphicsTest( - "1805_Depth_Pre_Post_Unlit$", - "(Intel Mac) Certain overlapping areas diverge, though not too apparent to the naked eye.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, - architectures: new [] { Architecture.X64 } - )] - [IgnoreGraphicsTest("1806_BatchCount$", "Fails everywhere (seems to be missing CPU markers).")] - [IgnoreGraphicsTest( - "2120_APV_Baking$", - "Incorrect on DX12/Metal.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12, GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "2121_APV_Baking_Sky_Occlusion$", - "Incorrect on Metal/VK.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal, GraphicsDeviceType.Vulkan } - )] - [IgnoreGraphicsTest( - "2123_APV_Baking_Shadowmask$", - "Seems to be missing ref-image on Metal.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "2220_SmoothPlanarReflection$", - "Rough reflections seem to be very different in Metal compared to other APIs.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "2222_ReflectionProbeDistanceBased$", - "Need to update Metal ref-image.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "2301_Shadow_Mask$", - "Rendered results are too bright on Metal and DX11(instability?).", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal, GraphicsDeviceType.Direct3D11 } - )] - [IgnoreGraphicsTest( - "2316_ShadowTint$", - "Very small divergence on Metal. Maybe it needs a ref-image update?", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "2323_Shadow_Interlaced_Cascades_Update$", - "(Intel Mac) Slight divergence on the right area of the image.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, - architectures: new [] { Architecture.X64 } - )] - [IgnoreGraphicsTest( - "2405_EnlightenDynamicAreaLights$", - "Results on CI are very close to DX/VK ref-images. Maybe it just need a ref-image update?", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "2405_EnlightenDynamicAreaLights$", - "Results on CI are very close to Windows ref-images. Maybe it just need a ref-image update?", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Vulkan }, - runtimePlatforms: new [] { RuntimePlatform.LinuxEditor } - )] - [IgnoreGraphicsTest( - "3006_TileCluster_Cluster$", - "Outdated ref-images.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "3008_ShadowDebugMode$", - "(Intel Mac) Clear color of the debug-view seems to be black instead of white. Probably just an outdated ref-image.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, - architectures: new [] { Architecture.X64 } - )] - [IgnoreGraphicsTest("3012_MipMapMode_MipStreamingPerformance$", "There seems to be issues with the texture-streaming behaviour on all platforms.")] - [IgnoreGraphicsTest("4012_MotionBlur_CameraOnly$", "Missing ref-image.")] - [IgnoreGraphicsTest( - "4075_PhysicalCamera-gateFit$", - "Noisy result in Linux + VK..", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Vulkan }, - runtimePlatforms: new []{ RuntimePlatform.LinuxEditor } - )] - [IgnoreGraphicsTest( - "4088_DRS-DLSS-Hardware$", - "Instability https://jira.unity3d.com/browse/UUM-75549", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12 } - )] - [IgnoreGraphicsTest( - "4089_DRS-DLSS-Software$", - "Instability https://jira.unity3d.com/browse/UUM-75549", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12 } - )] - [IgnoreGraphicsTest( - "4096_DRS-TAAU-Hardware$", - "Very small fringing across edges. Maybe a sampling artifact?", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "4101_FP16Alpha$", - "Outdated ref-image.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest("4103_DRS-DLSS-AfterPost$", "Big difference in rendering results between DX and everything else. Needs further investigation.")] - [IgnoreGraphicsTest( - "4105_LensFlareScreenSpace$", - "(Intel Mac) Lens-flare behaviour seems to be different from all the other platforms.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, - architectures: new [] { Architecture.X64 } - )] - [IgnoreGraphicsTest( - "4106_DRS-TAAU-AfterPost$", - "Very small fringing across edges. Maybe a sampling artifact?", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "5006_Pbr_Sky_Low_Altitude$", - "Differences in banding around the horizon.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "5007_Exponential_Fog$", - "Small divergence. Needs further investigation.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "5010_CloudLayer$", - "Very minor divergence. Maybe it's an outdated ref-image.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "5011_VolumetricClouds$", - "Outdated ref-image.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "5011_VolumetricCloudsShadows$", - "Sky and planar reflections diverge too much from the reference image.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "5011_VolumetricCloudsShadowsBake$", - "(Intel Mac) Rendered image is completely black.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, - architectures: new [] { Architecture.X64 } - )] - [IgnoreGraphicsTest( - "5013_VolumetricCloudsShadowsNoExposureControl$", - "(Intel Mac) Rendered image is completely black.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, - architectures: new [] { Architecture.X64 } - )] - [IgnoreGraphicsTest( - "8101_Opaque$", - "(Intel Mac) Small divergence around 'Iridescence Specular Occlusion from Bent Normal' material. Might need a ref-image update.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, - architectures: new [] { Architecture.X64 } - )] - [IgnoreGraphicsTest("8207_InstanceIDWithKeywords$", "Missing ref-image.")] - [IgnoreGraphicsTest( - "8212_Fullscreen", - "Unstable - see https://jira.unity3d.com/browse/UUM-100863", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "8213_Thickness$", - "(Intel Mac) Bunny in the middle should be translucent-pink, not black.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, - architectures: new [] { Architecture.X64 } - )] - [IgnoreGraphicsTest("9006_StencilUsage$", "Missing ref-image.")] - [IgnoreGraphicsTest("9601_SkinnedMeshBatching-Off$", "Outdated ref-image.")] - [IgnoreGraphicsTest("9602_SkinnedMeshBatching-On$", "Outdated ref-image.")] - [IgnoreGraphicsTest( - "9703_SampleColorBuffer_InjectionPoints_Scaling$", - "Small differences in texture-sampling. Could be related to the forced-trilinear issue?", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "9704_CustomPass_VRS$", - "VRS not supported", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "9910_GlobalMipBias$", - "Needs further investigation.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "9920_WaterSurface$", - "Diverges in the wave-modifier edges.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "9922_WaterPrefab$", - "Minor divergence across the waves' crests.", - graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } - )] - [IgnoreGraphicsTest( - "9001_LODTransition", - "Failing with GpuResidentDrawer", - runtimePlatforms: new[] { RuntimePlatform.OSXEditor }, - architectures: new [] { Architecture.X64 }, - contextTypes: new[] { typeof(GpuResidentDrawerGlobalContext) }, - contextMasks: new[] { (int)GpuResidentDrawerContext.GpuResidentDrawerInstancedDrawing } + // NOTE: Important! IgnoreGraphicsTest uses a pattern to ignore all Unity-scenes found which name matches that pattern. + // That means that, you can filter-out more than one test without realizing if not careful (i.e. the pattern '5011_VolumetricClouds' + // will filter-out the tests 5011_VolumetricClouds, 5011_VolumetricCloudsShadows and 5011_VolumetricCloudsShadowsBake). + // To avoid this, add an extra '$' character to the end of your pattern to make it a strict-match. + + [MockHmdSetup] + [TestFixtureSource( + typeof(HighDefinitionTestFixtureData), + nameof(HighDefinitionTestFixtureData.FixtureParams) )] - public IEnumerator Run(SceneGraphicsTestCase testCase) + public class HDRP_Graphics_Tests { - yield return HDRP_GraphicTestRunner.Run(testCase); - } + readonly GpuResidentDrawerGlobalContext gpuResidentDrawerContext; + readonly GpuResidentDrawerContext requestedGRDContext; + readonly GpuResidentDrawerContext previousGRDContext; -#if UNITY_EDITOR + readonly GpuOcclusionCullingGlobalContext gpuOcclusionContext; + readonly GpuOcclusionCullingContext requestedOccContext; + readonly GpuOcclusionCullingContext previousOccContext; - [OneTimeSetUp] - public void OneTimeSetUp() - { - GlobalContextManager.RegisterGlobalContext(typeof(GpuResidentDrawerGlobalContext)); - } + public HDRP_Graphics_Tests(GpuResidentDrawerContext grdContext) + { + requestedGRDContext = grdContext; + requestedOccContext = GpuOcclusionCullingGlobalContext.ChooseContext(grdContext); - public void Setup() - { - Unity.Testing.XR.Editor.SetupMockHMD.SetupLoader(); - } + // Register context + gpuResidentDrawerContext = + GlobalContextManager.RegisterGlobalContext(typeof(GpuResidentDrawerGlobalContext)) + as GpuResidentDrawerGlobalContext; - [TearDown] - public void DumpImagesInEditor() - { - UnityEditor.TestTools.Graphics.ResultsUtility.ExtractImagesFromTestProperties( - TestContext.CurrentContext.Test - ); - } + gpuOcclusionContext = + GlobalContextManager.RegisterGlobalContext(typeof(GpuOcclusionCullingGlobalContext)) + as GpuOcclusionCullingGlobalContext; - [TearDown] - public void TearDownXR() - { - XRGraphicsAutomatedTests.running = false; + // Cache previous state to avoid state leak + previousGRDContext = (GpuResidentDrawerContext)gpuResidentDrawerContext.Context; + previousOccContext = (GpuOcclusionCullingContext)gpuOcclusionContext.Context; + + gpuResidentDrawerContext.ActivateContext(requestedGRDContext); + gpuOcclusionContext.ActivateContext(requestedOccContext); + } + + [OneTimeSetUp] + public void OneTimeSetUp() + { + SceneManager.LoadScene("GraphicsTestTransitionScene", LoadSceneMode.Single); + } + + [SetUp] + public void SetUpContext() + { + gpuResidentDrawerContext.ActivateContext(requestedGRDContext); + gpuOcclusionContext.ActivateContext(requestedOccContext); + + GlobalContextManager.AssertContextIs(requestedGRDContext); + GlobalContextManager.AssertContextIs(requestedOccContext); + } + + [UnityTest] + [SceneGraphicsTest(@"Assets/GraphicTests/Scenes/^[0-9]+")] + [Timeout(450 * 1000)] // Set timeout to 450 sec. to handle complex scenes with many shaders (previous timeout was 300s) + // TODO: Add/Create Jira tickets for all of these. + [IgnoreGraphicsTest( + "1104_Unlit_Distortion_Compose$", + "Need to update DX/VK/Intel-Mac ref-images." + )] + [IgnoreGraphicsTest( + "2319_Mixed_Cached_ShadowMap_Area|1705_Decals-stress-test", + "Fails when GRD is enabled.", + contextTypes: new[] { typeof(GpuResidentDrawerGlobalContext) }, + contextMasks: new[] { (int)GpuResidentDrawerContext.GpuResidentDrawerInstancedDrawing } + )] + [IgnoreGraphicsTest( + "1206_Lit_Transparent_Distortion$", + "Outdated (Lit doesn't support distortion anymore). Should be removed." + )] + [IgnoreGraphicsTest( + "1215_Lit_SubSurfaceScattering$", + "Outdated ref-image + Slight noise divergence in the SSS.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "1217_Lit_SSS_Pre-Post$", + "Slight noise divergence in the SSS + Some bigger difference near the top of the image.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "1221_Lit_POM_Emission$", + "There seems to be differences in texture-sampling between DX/VK and Metal GPUs. DX seems to be forcing trilinear filtering when using anisotropy, according to: https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Texture-anisoLevel.html", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "1227_Lit_Planar_Triplanar_ObjectSpace$", + "Similar sampling issue to 1221.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal, GraphicsDeviceType.Vulkan } + )] + [IgnoreGraphicsTest( + "1351_Fabric$", + "(Intel Mac) Slight divergence on the right-most materials.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, + architectures: new[] { Architecture.X64 } + )] + [IgnoreGraphicsTest( + "1710_Decals_Normal_Patch$", + "(Intel Mac) Decals missing on top of StackLit and Fabric planes.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, + architectures: new[] { Architecture.X64 } + )] + [IgnoreGraphicsTest( + "1805_Depth_Pre_Post_Unlit$", + "(Intel Mac) Certain overlapping areas diverge, though not too apparent to the naked eye.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, + architectures: new[] { Architecture.X64 } + )] + [IgnoreGraphicsTest("1806_BatchCount$", "Fails everywhere (seems to be missing CPU markers).")] + [IgnoreGraphicsTest( + "2120_APV_Baking$", + "Incorrect on DX12/Metal.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12, GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "2121_APV_Baking_Sky_Occlusion$", + "Incorrect on Metal/VK.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal, GraphicsDeviceType.Vulkan } + )] + [IgnoreGraphicsTest( + "2123_APV_Baking_Shadowmask$", + "Seems to be missing ref-image on Metal.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "2220_SmoothPlanarReflection$", + "Rough reflections seem to be very different in Metal compared to other APIs.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "2222_ReflectionProbeDistanceBased$", + "Need to update Metal ref-image.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "2301_Shadow_Mask$", + "Rendered results are too bright on Metal and DX11(instability?).", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal, GraphicsDeviceType.Direct3D11 } + )] + [IgnoreGraphicsTest( + "2316_ShadowTint$", + "Very small divergence on Metal. Maybe it needs a ref-image update?", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "2323_Shadow_Interlaced_Cascades_Update$", + "(Intel Mac) Slight divergence on the right area of the image.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, + architectures: new[] { Architecture.X64 } + )] + [IgnoreGraphicsTest( + "2405_EnlightenDynamicAreaLights$", + "Results on CI are very close to DX/VK ref-images. Maybe it just need a ref-image update?", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "2405_EnlightenDynamicAreaLights$", + "Results on CI are very close to Windows ref-images. Maybe it just need a ref-image update?", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Vulkan }, + runtimePlatforms: new[] { RuntimePlatform.LinuxEditor } + )] + [IgnoreGraphicsTest( + "3006_TileCluster_Cluster$", + "Outdated ref-images.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "3008_ShadowDebugMode$", + "(Intel Mac) Clear color of the debug-view seems to be black instead of white. Probably just an outdated ref-image.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, + architectures: new[] { Architecture.X64 } + )] + [IgnoreGraphicsTest( + "3012_MipMapMode_MipStreamingPerformance$", + "There seems to be issues with the texture-streaming behaviour on all platforms." + )] + [IgnoreGraphicsTest("4012_MotionBlur_CameraOnly$", "Missing ref-image.")] + [IgnoreGraphicsTest( + "4075_PhysicalCamera-gateFit$", + "Noisy result in Linux + VK..", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Vulkan }, + runtimePlatforms: new[] { RuntimePlatform.LinuxEditor } + )] + [IgnoreGraphicsTest( + "4088_DRS-DLSS-Hardware$", + "Instability https://jira.unity3d.com/browse/UUM-75549", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12 } + )] + [IgnoreGraphicsTest( + "4089_DRS-DLSS-Software$", + "Instability https://jira.unity3d.com/browse/UUM-75549", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D12 } + )] + [IgnoreGraphicsTest( + "4096_DRS-TAAU-Hardware$", + "Very small fringing across edges. Maybe a sampling artifact?", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "4101_FP16Alpha$", + "Outdated ref-image.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "4103_DRS-DLSS-AfterPost$", + "Big difference in rendering results between DX and everything else. Needs further investigation." + )] + [IgnoreGraphicsTest( + "4105_LensFlareScreenSpace$", + "(Intel Mac) Lens-flare behaviour seems to be different from all the other platforms.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, + architectures: new[] { Architecture.X64 } + )] + [IgnoreGraphicsTest( + "4106_DRS-TAAU-AfterPost$", + "Very small fringing across edges. Maybe a sampling artifact?", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "5006_Pbr_Sky_Low_Altitude$", + "Differences in banding around the horizon.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "5007_Exponential_Fog$", + "Small divergence. Needs further investigation.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "5010_CloudLayer$", + "Very minor divergence. Maybe it's an outdated ref-image.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "5011_VolumetricClouds$", + "Outdated ref-image.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "5011_VolumetricCloudsShadows$", + "Sky and planar reflections diverge too much from the reference image.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "5011_VolumetricCloudsShadowsBake$", + "(Intel Mac) Rendered image is completely black.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, + architectures: new[] { Architecture.X64 } + )] + [IgnoreGraphicsTest( + "5013_VolumetricCloudsShadowsNoExposureControl$", + "(Intel Mac) Rendered image is completely black.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, + architectures: new[] { Architecture.X64 } + )] + [IgnoreGraphicsTest( + "8101_Opaque$", + "(Intel Mac) Small divergence around 'Iridescence Specular Occlusion from Bent Normal' material. Might need a ref-image update.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, + architectures: new[] { Architecture.X64 } + )] + [IgnoreGraphicsTest("8207_InstanceIDWithKeywords$", "Missing ref-image.")] + [IgnoreGraphicsTest( + "8212_Fullscreen", + "Unstable - see https://jira.unity3d.com/browse/UUM-100863", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "8213_Thickness$", + "(Intel Mac) Bunny in the middle should be translucent-pink, not black.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal }, + architectures: new[] { Architecture.X64 } + )] + [IgnoreGraphicsTest("9006_StencilUsage$", "Missing ref-image.")] + [IgnoreGraphicsTest("9601_SkinnedMeshBatching-Off$", "Outdated ref-image.")] + [IgnoreGraphicsTest("9602_SkinnedMeshBatching-On$", "Outdated ref-image.")] + [IgnoreGraphicsTest( + "9703_SampleColorBuffer_InjectionPoints_Scaling$", + "Small differences in texture-sampling. Could be related to the forced-trilinear issue?", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "9704_CustomPass_VRS$", + "VRS not supported", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Direct3D11, GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "9910_GlobalMipBias$", + "Needs further investigation.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "9920_WaterSurface$", + "Diverges in the wave-modifier edges.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "9922_WaterPrefab$", + "Minor divergence across the waves' crests.", + graphicsDeviceTypes: new[] { GraphicsDeviceType.Metal } + )] + [IgnoreGraphicsTest( + "9001_LODTransition", + "Failing with GpuResidentDrawer", + runtimePlatforms: new[] { RuntimePlatform.OSXEditor }, + architectures: new[] { Architecture.X64 }, + contextTypes: new[] { typeof(GpuResidentDrawerGlobalContext) }, + contextMasks: new[] { (int)GpuResidentDrawerContext.GpuResidentDrawerInstancedDrawing } + )] + [IgnoreGraphicsTest( + "9950-LineRendering", + "Failing with GpuResidentDrawer", + runtimePlatforms: new[] { RuntimePlatform.OSXEditor }, + architectures: new[] { Architecture.Arm64 }, + contextTypes: new[] { typeof(GpuResidentDrawerGlobalContext) }, + contextMasks: new[] { (int)GpuResidentDrawerContext.GpuResidentDrawerInstancedDrawing } + )] + [IgnoreGraphicsTest( + "2120_APV_Baking", + "Failing with GpuResidentDrawer", + runtimePlatforms: new[] { RuntimePlatform.WindowsEditor }, + architectures: new[] { Architecture.X64 }, + contextTypes: new[] { typeof(GpuResidentDrawerGlobalContext) }, + contextMasks: new[] { (int)GpuResidentDrawerContext.GpuResidentDrawerInstancedDrawing } + )] + public IEnumerator Run(SceneGraphicsTestCase testCase) + { + yield return HDRP_GraphicTestRunner.Run(testCase); + } + + [TearDown] + public void TearDown() + { + + + Debug.ClearDeveloperConsole(); + + UnityEditor.TestTools.Graphics.ResultsUtility.ExtractImagesFromTestProperties( + TestContext.CurrentContext.Test + ); +#if ENABLE_VR + XRGraphicsAutomatedTests.running = false; +#endif + } + + [OneTimeTearDown] + public void OneTimeTearDown() + { + SceneManager.LoadScene("GraphicsTestTransitionScene", LoadSceneMode.Single); + + gpuResidentDrawerContext.ActivateContext(previousGRDContext); + gpuOcclusionContext.ActivateContext(previousOccContext); + + GlobalContextManager.UnregisterGlobalContext(typeof(GpuResidentDrawerGlobalContext)); + GlobalContextManager.UnregisterGlobalContext(typeof(GpuOcclusionCullingGlobalContext)); + } } - [OneTimeTearDown] - public void OneTimeTearDown() + public class HighDefinitionTestFixtureData { - GlobalContextManager.UnregisterGlobalContext(typeof(GpuResidentDrawerGlobalContext)); - } + public static IEnumerable FixtureParams + { + get + { + yield return new TestFixtureData( + GpuResidentDrawerContext.GpuResidentDrawerDisabled + ); -#endif + if (GraphicsTestPlatform.Current.IsEditorPlatform) + { + yield return new TestFixtureData( + GpuResidentDrawerContext.GpuResidentDrawerInstancedDrawing + ); + } + } + } + } } diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/CommonAssets/UniversalRPAsset.asset b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/CommonAssets/UniversalRPAsset.asset index 3503187f2b5..28baee95452 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/CommonAssets/UniversalRPAsset.asset +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/CommonAssets/UniversalRPAsset.asset @@ -25,6 +25,7 @@ MonoBehaviour: - {fileID: 11400000, guid: 04618ff2d33c0432a81d00fdee3fae55, type: 2} - {fileID: 11400000, guid: eae387d1d2a20a946ae2441e0319f1a0, type: 2} - {fileID: 11400000, guid: ab4527fe9ad5ef949bffe9447fabcfa2, type: 2} + - {fileID: 11400000, guid: 3fbfbd331642d98488a7faad256688e5, type: 2} m_DefaultRendererIndex: 2 m_RequireDepthTexture: 1 m_RequireOpaqueTexture: 1 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b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/ProjectSettings/EditorBuildSettings.asset index 24972d5a5d3..58dbb07dc57 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/ProjectSettings/EditorBuildSettings.asset +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/ProjectSettings/EditorBuildSettings.asset @@ -272,5 +272,8 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/083_GPU_Instancing.unity guid: 67d46509b9dfceb43bf64d2d1ae052f5 + - enabled: 1 + path: Assets/Scenes/088_TilemapRenderer_MaskInteraction.unity + guid: f5c31dad7aab75241a867c300ce2bc5e m_configObjects: {} m_UseUCBPForAssetBundles: 0 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/URPAssets/DefaultURPAsset.asset b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/URPAssets/DefaultURPAsset.asset index da052f9a614..02dfba9decd 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/URPAssets/DefaultURPAsset.asset +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/CommonAssets/URPAssets/DefaultURPAsset.asset @@ -57,6 +57,7 @@ MonoBehaviour: - {fileID: 11400000, guid: 89054f48c57da7c479fee17c7a703635, type: 2} - {fileID: 11400000, guid: 030c8301f2c12b94fa730f3f402b803e, type: 2} - {fileID: 11400000, guid: 07cb18bb06b5e43c09f9c046804bde0d, type: 2} + - {fileID: 11400000, guid: 6810122dc0f8d244faf9c3cd24516686, type: 2} m_DefaultRendererIndex: 0 m_RequireDepthTexture: 1 m_RequireOpaqueTexture: 1 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/261_RenderingLayers_Surfaces.unity b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/261_RenderingLayers_Surfaces.unity index 9c127f96a0e..f2bec70c7ba 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/261_RenderingLayers_Surfaces.unity +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_Foundation/Assets/Scenes/261_RenderingLayers_Surfaces.unity @@ -13,7 +13,7 @@ OcclusionCullingSettings: --- !u!104 &2 RenderSettings: m_ObjectHideFlags: 0 - serializedVersion: 9 + serializedVersion: 10 m_Fog: 1 m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} m_FogMode: 3 @@ -38,13 +38,12 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 0} - m_IndirectSpecularColor: {r: 0.18028352, g: 0.22571376, b: 0.30692244, 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 @@ -146,13 +145,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 51339446} + serializedVersion: 2 m_LocalRotation: {x: -0, y: -0, z: -0, w: 1} m_LocalPosition: {x: 0, y: -0.59000003, z: -0.1} m_LocalScale: {x: 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m_ObjectHideFlags: 0 @@ -531,6 +538,11 @@ MeshRenderer: m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 m_RayTraceProcedural: 0 + m_RayTracingAccelStructBuildFlagsOverride: 0 + m_RayTracingAccelStructBuildFlags: 1 + m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 4 m_RendererPriority: 0 m_Materials: @@ -552,6 +564,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -571,13 +584,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 457092226} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 20, y: 20, z: 20} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 3 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &538660789 GameObject: @@ -604,6 +617,7 @@ Transform: 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m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -4139,6 +8277,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -4316,6 +8455,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -4337,6 +8478,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -4835,7 +8977,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 1 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 10} + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 11.414213} m_UseBoundingSphereOverride: 1 m_UseViewFrustumForShadowCasterCull: 1 m_ForceVisible: 0 @@ -4883,6 +9025,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -4902,6 +9046,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -5003,6 +9148,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -5022,6 +9169,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -5364,6 +9512,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -5383,6 +9533,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -5655,7 +9806,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 1 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 10} + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 11.414213} m_UseBoundingSphereOverride: 1 m_UseViewFrustumForShadowCasterCull: 1 m_ForceVisible: 0 @@ -5694,9 +9845,6 @@ Transform: m_ConstrainProportionsScale: 0 m_Children: - {fileID: 1356108703} - - {fileID: 1353957764} - - {fileID: 784748461} - - {fileID: 395732980} m_Father: {fileID: 732478389} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1991738733 @@ -5795,6 +9943,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -5816,6 +9966,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -5966,6 +10117,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -5985,6 +10138,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -6095,6 +10249,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -6114,6 +10270,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -6386,7 +10543,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 1 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 10} + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 12.5} m_UseBoundingSphereOverride: 1 m_UseViewFrustumForShadowCasterCull: 1 m_ForceVisible: 0 diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/39_SmokeLighting/39_SmokeLighting_APV.unity b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/39_SmokeLighting/39_SmokeLighting_APV.unity index e269dfacc22..659e889a8bd 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/39_SmokeLighting/39_SmokeLighting_APV.unity +++ b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/39_SmokeLighting/39_SmokeLighting_APV.unity @@ -42,7 +42,8 @@ RenderSettings: --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 12 + serializedVersion: 13 + m_BakeOnSceneLoad: 0 m_GISettings: serializedVersion: 2 m_BounceScale: 1 @@ -180,6 +181,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -201,6 +204,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -510,7 +514,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 1 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 10} + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 12.5} m_UseBoundingSphereOverride: 1 m_UseViewFrustumForShadowCasterCull: 1 m_ForceVisible: 0 @@ -1071,7 +1075,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 1 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 10} + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 11.414213} m_UseBoundingSphereOverride: 1 m_UseViewFrustumForShadowCasterCull: 1 m_ForceVisible: 0 @@ -1311,7 +1315,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 1 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 10} + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 12.5} m_UseBoundingSphereOverride: 1 m_UseViewFrustumForShadowCasterCull: 1 m_ForceVisible: 0 @@ -1803,6 +1807,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -1824,6 +1830,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -2126,6 +2133,7 @@ Transform: - {fileID: 1020763895} - {fileID: 2043674950} - {fileID: 1960431497} + - {fileID: 1658867155} m_Father: {fileID: 0} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &764847124 @@ -2189,6 +2197,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -2210,6 +2220,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -2468,7 +2479,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 1 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 10} + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 11.414213} m_UseBoundingSphereOverride: 1 m_UseViewFrustumForShadowCasterCull: 1 m_ForceVisible: 0 @@ -2708,7 +2719,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 1 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 10} + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 11.414213} m_UseBoundingSphereOverride: 1 m_UseViewFrustumForShadowCasterCull: 1 m_ForceVisible: 0 @@ -2846,6 +2857,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -2867,6 +2880,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -3125,7 +3139,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 1 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 10} + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 12.5} m_UseBoundingSphereOverride: 1 m_UseViewFrustumForShadowCasterCull: 1 m_ForceVisible: 0 @@ -3350,7 +3364,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 1 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 22.3} + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 25.128426} m_UseBoundingSphereOverride: 1 m_UseViewFrustumForShadowCasterCull: 1 m_ForceVisible: 0 @@ -3463,6 +3477,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -3482,6 +3498,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -3584,6 +3601,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -3605,6 +3624,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -3863,7 +3883,7 @@ Light: m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 1 - m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 10} + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 12.5} m_UseBoundingSphereOverride: 1 m_UseViewFrustumForShadowCasterCull: 1 m_ForceVisible: 0 @@ -4166,6 +4186,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -4185,6 +4207,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -4362,6 +4385,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -4383,6 +4408,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -4650,6 +4676,4842 @@ Light: m_LightUnit: 0 m_LuxAtDistance: 1 m_EnableSpotReflector: 1 +--- !u!1 &1658867154 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 1658867155} + - component: {fileID: 1658867157} + - component: {fileID: 1658867156} + m_Layer: 0 + m_Name: Shuriken-6W + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &1658867155 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1658867154} + serializedVersion: 2 + m_LocalRotation: {x: -0.7071068, y: -0, z: -0, w: 0.7071068} + m_LocalPosition: {x: -12, y: 5.12, z: 3.13} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 732478389} + m_LocalEulerAnglesHint: {x: -90, y: 0, z: 0} +--- !u!199 &1658867156 +ParticleSystemRenderer: + serializedVersion: 6 + m_ObjectHideFlags: 0 + 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weightedMode: 0 + inWeight: 0.33333334 + outWeight: 0.33333334 + m_PreInfinity: 2 + m_PostInfinity: 2 + m_RotationOrder: 4 + vectorLabel1_3: W --- !u!1 &1178781720 GameObject: m_ObjectHideFlags: 0 @@ -1176,6 +6029,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -1195,6 +6050,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -1376,6 +6232,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -1397,6 +6255,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -1483,6 +6342,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -1502,6 +6363,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -1603,6 +6465,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -1622,6 +6486,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -1798,7 +6663,6 @@ MonoBehaviour: m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0} m_RequiresDepthTexture: 0 m_RequiresColorTexture: 0 - m_Version: 2 m_TaaSettings: m_Quality: 3 m_FrameInfluence: 0.1 @@ -1806,6 +6670,7 @@ MonoBehaviour: m_MipBias: 0 m_VarianceClampScale: 0.9 m_ContrastAdaptiveSharpening: 0 + m_Version: 2 --- !u!1 &1876750178 GameObject: m_ObjectHideFlags: 0 @@ -1860,6 +6725,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -1879,6 +6746,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -1975,6 +6843,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -1994,6 +6864,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -2171,6 +7042,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -2190,6 +7063,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -2300,6 +7174,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -2319,6 +7195,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -2473,6 +7350,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -2494,6 +7373,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -2538,6 +7418,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -2559,6 +7441,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -2613,6 +7496,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -2634,6 +7519,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -2666,6 +7552,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -2687,6 +7575,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -2719,6 +7608,8 @@ MeshRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_Materials: @@ -2740,6 +7631,7 @@ MeshRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/39_SmokeLighting/39_SmokeLighting_APV.unity b/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/39_SmokeLighting/39_SmokeLighting_APV.unity index 1b3ca919645..3848f645180 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/39_SmokeLighting/39_SmokeLighting_APV.unity +++ 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m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -222,6 +225,9 @@ VisualEffect: - m_Value: {fileID: 0} m_Name: Texture m_Overridden: 0 + - m_Value: {fileID: 2800000, guid: 20f48922182c54444b470bbf05fce246, type: 3} + m_Name: GlobalTexture + m_Overridden: 0 m_Bool: m_Array: [] --- !u!4 &176540214 @@ -331,6 +337,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -350,6 +358,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -451,6 +460,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -470,6 +481,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -571,6 +583,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -590,6 +604,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -688,6 +703,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -707,6 +724,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -808,6 +826,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 m_SmallMeshCulling: 1 + m_ForceMeshLod: -1 + m_MeshLodSelectionBias: 0 m_RenderingLayerMask: 257 m_RendererPriority: 0 m_StaticBatchInfo: @@ -827,6 +847,7 @@ VFXRenderer: m_AutoUVMaxDistance: 0.5 m_AutoUVMaxAngle: 89 m_LightmapParameters: {fileID: 0} + m_GlobalIlluminationMeshLod: 0 m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 @@ -872,6 +893,9 @@ VisualEffect: - m_Value: {fileID: 0} m_Name: Mesh m_Overridden: 0 + - m_Value: {fileID: 0} + m_Name: GlobalTexture + m_Overridden: 1 m_Bool: m_Array: [] --- !u!4 &869646327 @@ -928,6 +952,8 @@ VFXRenderer: m_RayTracingAccelStructBuildFlagsOverride: 0 m_RayTracingAccelStructBuildFlags: 1 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m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/Instancing/SplitGroupStressTest.cs b/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/Instancing/SplitGroupStressTest.cs index d8ba1a15e58..f7e9189e533 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/Instancing/SplitGroupStressTest.cs +++ b/Tests/SRPTests/Projects/VisualEffectGraph_URP/Assets/GraphicsTests/Instancing/SplitGroupStressTest.cs @@ -25,6 +25,9 @@ void Start() { m_OriginalVisualEffects = new List(FindObjectsByType(FindObjectsSortMode.None)); m_VisualEffects = new List(MaxInstanceCount); + + // To test global texture support + Shader.SetGlobalTexture("texture_a", Textures[0]); } // Update is called once per frame