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Internal/master #7975
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Internal/master #7975
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…che light for RTGI POI: https://jira.unity3d.com/browse/POI-816 - SRP production ready This PR add a new API "forceVisible" on the C++ Light class. This is use in HDRP to allow to have a light that is forced visible even if outside of the view and have no pixels on screen. The light will still generate a cached shadow map - reserve memory in the Atlas etc., but will be removed before going in to the main light loop. Thus an offscreen light could be cached and reuse by system like realtime GI even if not visible on screen. To get correct behavior with shadow caching, this is the change include in the PR: 1. Force lights visible and cache shadows for them 2. Remove frustum limiting the shadow culling 3. Use default shadow value set by user 4. Cache shadow value in the hit point They are explain in the slides: https://docs.google.com/presentation/d/1qlMkPFOGgxHsvvbYan3DGWY09uj5kHJVIO-PilKOULM/edit#slide=id.g1a443f2ccf9_0_432 In addition, this PR refactor the light management code to share more culling code between rasterizer, raytracing and path tracing and optimize it a bit. This is name world light management: World light manager handles all lights in a scene and makes them accessible on the GPU. This includes information about their shape. 1. First create WorldLights object and populate it using CollectWorldLights(). 2. Pass the WorldLights object to BuildWorldLightDatas() to create the GPU representation of the lights. 3. (optionally) Pass the WorldLights object to BuildWorldLightVolumes() to create the GPU representation of the light bounds. 4. Bind the buffers using Bind WorldLights life time loop - Construct / Update - Reset WorldLightsGpu and WorldLightsVolumes life time loop - Construct / Update - PushToGpu - Bind - Release
* [POI-817](https://jira.unity3d.com/browse/POI-817) * [URP-1998](https://jira.unity3d.com/browse/URP-1998) * [URP-2044](https://jira.unity3d.com/browse/URP-2044) * [URP-2040](https://jira.unity3d.com/browse/URP-2040) This PR makes sure URP... * ...uses PlatformAutoDetect to cache the results of `GraphicsSettings.HasShaderDefine(BuiltinShaderDefine.SHADER_API_MOBILE)` * ...doesn't call `BuildAdditionalLightsShadowAtlasLayout` when additional light shadows are disabled in URP Asset * ...doesn't call `InitializeMainLightShadowResolution` when main light shadows are disabled in URP Asset * ...doesn't calculate rendering/light layers when the feature is disabled in the URP Asset * ...uses the SHAutoDetect function in PlatformAutoDetect
Add a new test
This PR fixes deferred renderer not working correctly on RenderGraph path due to the fact, that render pass breaks if SSAO is used inbetween GBuffer and Deferred passes This also renames UseRenderPass to UseFramebufferFetch in DeferredLights to be more clear and less confusing. RenderGraph Epic: https://jira.unity3d.com/browse/URP-1297 POI: https://jira.unity3d.com/browse/POI-817
Migrate HDRP Raytracing resources to IRenderPipelineResources, directly on GraphicsSettings. ![image](https://media.github.cds.internal.unity3d.com/user/3279/files/deb941b9-4a79-4e5f-942c-bc7d85c9d541) Also last minute add (see comments): Hidding [GPU Pipeline Tiers 0](https://github.cds.internal.unity3d.com/unity/unity/pull/22897) wrongly exposed resources in the UI (discovered when resolving conflicts)
https://jira.unity3d.com/browse/LIGHT-1685 **FYI: I've already landed this PR in `light-transport/unified-dev`, and am now bringing it back to trunk. Keep in mind the code changes have already been reviewed once. The documentation changes however have not.** This PR makes some changes to the public light probe API, in response to some issues I found while working on a compute based probe integrator. The changes are listed below. - Renamed `WaitForAsyncOperation` and `IsAsyncOperationComplete` to `Wait` and `IsComplete`. The async nature is implicit. - Added `IDisposable` to a few interfaces that were missing it. - Made `BufferSlice` carry a type annotation, ie. `BufferSlice<T>`. `BufferSlice.Offset` is now in _elements_, not in bytes. - Change `WriteBuffer` and `ReadBuffer` to take a `BufferSlice` instead of BufferID. This lets you write to and read from sections of buffers, which is more flexible. I added some helpers for if you want to use `BufferID` directly. I ended up having to make quite a few changes to documentation accordingly.
… the non-RenderGraph path The RG and non-RG paths CopyDepth pass location in the frame is different, the RG path one must match the non-RG path for consistency with projects ported from the old renderer. This PR moves the CopyDepth pass to be executed before the Skybox pass, which is the same behaviour as the non RG path.
This PR fixes issues when using spawner callbacks in instanced effects. Only the first instance was receiving the correct attributes from the spawner.
Fixed Layered Lit Displacement
depth copy after depth priming happens after screenspace shadows and it should be vice versa due to the fact, that both events are the same. this PR increases the event of screenspace shadows by one just to guarantee the correct sequencing of the passes
Jira: https://jira.unity3d.com/browse/UUM-49454 Fixed XR SPI is not disabled after processing the render request.
Rendergraph Adoption POI https://jira.unity3d.com/browse/POI-817 Optimizations - Remove clear commands - Decrease number of passes - Merged passes together - Remove SetGlobalTextures
Rendering debugger pixel validation is broken when RG is enabled. If postprocessing is disabled, the Map Overlays are broken as well. This PR fixes all the remaining issues and rendering debugger should now be fully functional in the RG path.
Add PushMarker API to help profile shaders on platforms that supports it (PS5 only)
Add buginfo file for HDRP package
Fix for this issue: https://jira.unity3d.com/browse/UUM-52909. Due to some perf improvements and caching, a previous comparison by reference was no longer valid in undo/redo (which undergoes serialization). This quick fix compares properties by ID instead of reference.
Implements new globals api for textures. Provides better resource tracking, with the possibility to reclaim memory early and prevents api misuse that the previous command buffer approach allowed. https://docs.google.com/document/d/1AocoeM9R3QGQi4KVMNc_k_24ZeuHNt0FH1coAJdALkU/edit#heading=h.xd8euqu66dx4
Fixing issues with hardware DRS on console (manifestation is usually bright qnan pixels on the right of the screen). Lowres transparent (aka half res transparent) can be off by one pixel with the hardware resolution dynamic scale. The reason is a small mismatch between RTHandle and the runtime. Unfortunately fixing this problem might require a heavier rewrite to ensure the RTHandle scale works well. As a fix we can compute the error of this scale and plumb it in as a custom DRS scaler (only for the HW path) and fix the issue. Issue only present on xbox as qnans in the border (triggered by only certain resolutions using hardware DRS with transparent lowres).
https://jira.unity3d.com/browse/UUM-47201 addressing some of the issues detailed here
Fix regression of cloud rendering being applied on top of the prefab view.
POI: https://jira.unity3d.com/browse/POI-816 - SRP production ready This PR adds "Scenario Blending" support to URP using Compute Shaders. It is meant as a replacement for https://github.cds.internal.unity3d.com/unity/unity/pull/27688, which was a non-Compute version. This PR has the advantage of being simpler, with less code changed for the core Probe Volume System. However, it does have the downside of not being able to run on platforms that do not support Compute Shaders.
…utations) Previously, various circumstances resulted in incorrect material property generation for shadergraph blackboard properties. Exposed Global -> Generates a material property, but this configuration undermines its globality and we shouldn't allow it. Hidden Material -> causes the material property to not generate, which means default values are ignored. This fix causes globals to always work with the `Shader.SetGlobal...` scripting API. Hidden Materials now generate a material property with the [HideInInspector] attribute, which allows default values to be saved. Also fixed some minor/cosmetic 'custom binding' related bugs. This is the implementation of: https://jira.unity3d.com/browse/PLATGRAPH-2177. Further details can be found here: https://docs.google.com/document/d/1u9RHjVAuHa-Wx7NWoQGGaN99GqU4-cePQJTdAOIhV1o/edit?usp=sharing Additional considerations for keywords: https://docs.google.com/document/d/1Q78mx1O24kxJcYabbEBt37a1WAg7p92i80lhBvn3wSM/edit This is approved as a part of: https://jira.unity3d.com/browse/POI-816.
update TestCaseFilters.asset for HDRP_DXR to add to 5020_PathTracing_Depth_1 to be excluded on consoles
Fix doc example custom pass outline, see https://forum.unity.com/threads/viewport-is-incorrect-in-a-custom-pass-running-in-afterpostprocess-when-using-dynamic-resolution.1008029/#post-9370811 for more information.
This PR adds missing buginfo files to VFX package and module
Sets default material properties that are needed by sprite previews. This is a bit of a hotfix- it's probably better if the sprite target were to create these as hidden material properties so that these default values could be setup.
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