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14 files changed

+105
-14
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14 files changed

+105
-14
lines changed

TestProjects/HDRP_DXR_Tests/ProjectSettings/HDRPProjectSettings.asset

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@@ -19,4 +19,4 @@ MonoBehaviour:
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m_WizardActiveTab: 0
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m_WizardNeedRestartAfterChangingToDX12: 0
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m_WizardNeedToRunFixAllAgainAfterDomainReload: 0
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m_LastMaterialVersion: 11
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m_LastMaterialVersion: 12

TestProjects/HDRP_HybridTests/ProjectSettings/HDRPProjectSettings.asset

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@@ -22,4 +22,4 @@ MonoBehaviour:
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m_WizardActiveTab: 0
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m_WizardNeedRestartAfterChangingToDX12: 0
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m_WizardNeedToRunFixAllAgainAfterDomainReload: 0
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m_LastMaterialVersion: 11
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m_LastMaterialVersion: 12

TestProjects/HDRP_PerformanceTests/ProjectSettings/HDRPProjectSettings.asset

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m_WizardActiveTab: 0
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m_WizardNeedRestartAfterChangingToDX12: 0
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m_WizardNeedToRunFixAllAgainAfterDomainReload: 0
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m_LastMaterialVersion: 11
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m_LastMaterialVersion: 12

TestProjects/HDRP_RuntimeTests/ProjectSettings/HDRPProjectSettings.asset

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@@ -22,4 +22,4 @@ MonoBehaviour:
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m_WizardActiveTab: 0
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m_WizardNeedRestartAfterChangingToDX12: 0
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m_WizardNeedToRunFixAllAgainAfterDomainReload: 0
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m_LastMaterialVersion: 11
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m_LastMaterialVersion: 12

TestProjects/HDRP_Tests/ProjectSettings/HDRPProjectSettings.asset

Lines changed: 1 addition & 1 deletion
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@@ -19,4 +19,4 @@ MonoBehaviour:
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m_WizardActiveTab: 0
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m_WizardNeedRestartAfterChangingToDX12: 0
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m_WizardNeedToRunFixAllAgainAfterDomainReload: 0
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m_LastMaterialVersion: 11
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m_LastMaterialVersion: 12

TestProjects/VisualEffectGraph_HDRP/ProjectSettings/HDRPProjectSettings.asset

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@@ -19,4 +19,4 @@ MonoBehaviour:
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m_WizardActiveTab: 0
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m_WizardNeedRestartAfterChangingToDX12: 0
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m_WizardNeedToRunFixAllAgainAfterDomainReload: 0
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m_LastMaterialVersion: 11
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m_LastMaterialVersion: 12

com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs

Lines changed: 2 additions & 2 deletions
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@@ -201,9 +201,9 @@ static void Drawer_SectionRenderingSettings(SerializedFrameSettings serialized,
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// Due to various reasons, MSAA and ray tracing are not compatible, if ray tracing is enabled on the asset. MSAA can not be enabled on the frame settings.
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bool emissiveAsForwardCanBeEnabled = ((hdrpAssetSupportDeferred && (frameSettingsOverrideToDeferred || defaultDeferredUsed)) || hdrpAssetIsDeferred);
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area.AmmendInfo(FrameSettingsField.EmissiveAsForward,
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area.AmmendInfo(FrameSettingsField.LitEmissiveAsForward,
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overrideable: () => emissiveAsForwardCanBeEnabled,
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overridedDefaultValue: emissiveAsForwardCanBeEnabled && defaultFrameSettings.IsEnabled(FrameSettingsField.EmissiveAsForward),
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overridedDefaultValue: emissiveAsForwardCanBeEnabled && defaultFrameSettings.IsEnabled(FrameSettingsField.LitEmissiveAsForward),
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customOverrideable: () =>
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{
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switch (hdrpSettings.supportedLitShaderMode)

com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader

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Original file line numberDiff line numberDiff line change
@@ -953,6 +953,7 @@ Shader "HDRP/LayeredLit"
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ENDHLSL
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}
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Pass
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{
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Name "RayTracingPrepass"

com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader

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@@ -895,6 +895,51 @@ Shader "HDRP/LayeredLitTessellation"
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ENDHLSL
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}
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Pass
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{
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Name "ForwardEmissive"
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Tags{ "LightMode" = "ForwardEmissive" }
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Stencil
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{
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WriteMask [_StencilWriteMask]
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Ref [_StencilRef]
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Comp Always
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Pass Replace
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}
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Blend One One
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// In case of forward we want to have depth equal for opaque mesh
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ZTest [_ZTestDepthEqualForOpaque]
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ZWrite [_ZWrite]
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Cull [_CullModeForward]
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ColorMask 0 1
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HLSLPROGRAM
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#pragma only_renderers d3d11 playstation xboxone vulkan metal switch
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//enable GPU instancing support
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile _ DOTS_INSTANCING_ON
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// enable dithering LOD crossfade
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define SHADERPASS SHADERPASS_FORWARD_EMISSIVE
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissive.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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#pragma hull Hull
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#pragma domain Domain
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ENDHLSL
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}
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Pass
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{
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Name "FullScreenDebug"

com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader

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@@ -828,6 +828,51 @@ Shader "HDRP/LitTessellation"
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ENDHLSL
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}
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Pass
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{
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Name "ForwardEmissive"
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Tags{ "LightMode" = "ForwardEmissive" }
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Stencil
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{
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WriteMask [_StencilWriteMask]
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Ref [_StencilRef]
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Comp Always
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Pass Replace
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}
843+
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Blend One One
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// In case of forward we want to have depth equal for opaque mesh
846+
ZTest [_ZTestDepthEqualForOpaque]
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ZWrite [_ZWrite]
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Cull [_CullModeForward]
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ColorMask 0 1
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HLSLPROGRAM
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#pragma only_renderers d3d11 playstation xboxone vulkan metal switch
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//enable GPU instancing support
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile _ DOTS_INSTANCING_ON
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// enable dithering LOD crossfade
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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861+
#define SHADERPASS SHADERPASS_FORWARD_EMISSIVE
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
866+
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardEmissive.hlsl"
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868+
#pragma vertex Vert
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#pragma fragment Frag
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#pragma hull Hull
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#pragma domain Domain
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873+
ENDHLSL
874+
}
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831876
Pass
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{
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Name "TransparentDepthPostpass"

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