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Add missing tooltips in physical camera and improve the UI for aperture #1061
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+1 for the PR description :)
Tested:
- The new tooltips are present and good addition
- The Aperture UI and tooltip improved
- Aperture still functions as intended
- Undo works
Issues:
- Typo in Curvature tooltip. "Controls the curvuture of..."
- FB case 1256641 might not be addressed. Near start and Far start still use the same tooltip, same for end.
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Side-note: I just want to point out that if we really want absolute correctness, we're not working with f-stops but t-stops. At the time we felt it would add unnecessary complexity to use t-stop in the UI as most users already know what f-stop stands for.
Yes, this is true for the exposure, but DoF computations should always use the f-stop: For example if you have a lens with f/1.4 but T/1.8, DoF should always use f/1.4, because it is the aperture radius that you are interested in. For exposure, transmittance should also be taken into account, so this needs to use the T-number. So my point is that if we want to have a T-number in the UI, then it should be an extra field in the physical camera, not replace the f-number. |
Yes, I was indeed thinking about exposure. The way we use our f-stop number right now for exposure is akin to a t-stop (or a physically perfect lens with "magic" glass lenses where its f-stop is in fact equal to its t-stop value). That's what I was pointing out as this PR makes some "correctness fixes" over the terminology we use. You're right about our current (realtime) DOF. Although the way we use f-stop there is purely arbitrary as we have no relation between the sensor size and the actual lens aperture radius. Maybe we should add a section about all of this in the manual at some point, for the sake of clarity? The PR is good nonetheless. |
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…CI] (#1039) * Custom Passes for Render Graph (#1009) * Implemented Probe Volume light list build. * Implement transparency overdraw. * Implement XR occlusion mesh * Fix when no movecs are available. * Remove unnecessary workaround. * Fixed AO texture binding and usage. * Implement transparent SSR and fixed transparent depth prepass * Fixed a leak with the resource purge system. Fixed a gcalloc Properly bind normal and movec textures to SSR. * Temporary fix to a texture binding error with deferred compute shaders. * Fixed null ref * Fixed area shadows * Enabled test 2501 LightLayers * Enabled SSAO tests 2601/2602 * Fixed debug mode background color Re-enabled test 3002 DebugLightLayers * Fixed GCAlloc in PushFullScreenDebug Re-enabled test 4013 TransparentMotionVector * Fixed GCAlloc in Resolve MSAA functions Re-enabled test 5009 HDRISkyFlow * Reenabled 8106 * Fixed MSAA prepass and camera motion vector Re-enabled tests 9401 * Re-enabled tests 9402 * Re-enabled 9500, 9603 and 9604 * Fixed object motion vector pass with MSAA. Re-enabled tests 9601 and 9602 * Fixed AOV output Re-enabled test 9901 * Fixed binding of depth texture to volumetric lighting shader. * Custom Passes implementation WIP * Remove comment * Re-enabled tests 9700 9701 for custom passes. * Add comment. * typo * Fixed a null ref and binding of color pyramid. * Implemented MSAA resolve for custom pass. * fix typo in the Render Pipeline Wizard (#1037) * Fixed a number of small issue when running XR and Render Graph at the same time. (#1018) * Fixed shader graph code generation for HDRP unlit shader * Fixed render state leak in Depth forward only pass * Renamed the debug name from SSAO to ScreenSpaceAmbientOcclusion (1254974). (#1044) * Added an example CloudLayer render texture + rotation for cloud layer (#976) * Added an example CloudLayer render texture + rotation for cloud layer * Fix shader warnings * Better Inspector. Hacky fix for PBR sky * Add name of default tetxure in doc * Section for duplicating asset * Improve doc * Fix perf framework ui (#1049) * Fix test scene description asset UI * Added doc * Added an option to extend the camera culling for skinned mesh animation in ray tracing effects (1258547). (#1042) * Added an option to extend the camera culling for skinned mesh animation in ray tracing effects (1258547). * Improved tooltip Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Change transparent ssr name in frame settings (#1056) * Change transparent SSR display name * changelog * Add frame settings docs update * Move CloudLayer Material editor * Correct fallback for ray tracing and light layers (1258837) (#1053) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add missing tooltips in physical camera and improve the UI for aperture (#1061) * Added missing tooltips in the physical camera UI * Fix tooltips for DoF * Revert doc change * Custom drawing for the aperture * Code cleanup * Add missing comment * Changelog * Clamp the aperture to the correct range, avoid using hard-coded constants * Fixed more tooltips + typo * Fixed reseed on play overdraw vfx (#1050) * Add defines guards around shadows hlsl files (#1067) * Add guards to shadow includes * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix issue throwing exceptions when trying to do implicit conversions on null rthandles (#1051) * Fix exception spam * Revert "Fix exception spam" This reverts commit 8d91753. * Fix exception on null RTHandle at the root of the problem. * Force scene view redraw upon change of override exposure (#1071) * Force scene repaint on change of overridden exposure * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed an error when clearing the SSGI history texture at creation time (1259930). (#1070) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Slight change of parametrization behaviour (#1080) * Shader stacks fixes (#1085) * Fixed the non-editable transparent writes motion vector and back then front rendering * Fixed alpha to mask reset in the material UI * Updated changelog * Fixed show after post process being visible in Lit SG material UI * Fixed displacement mode not showing in the material UI * Bump material version on HDRPProjectSettings * Moved depth offset keyword to base unlit * Fixed material multi-selection at several places * Moved common.hlsl and shaderpass.cs.hlsl before define block in shadergraph * Fixed depth offset displayed in material but disabled in SG * update HDRP test material * update DXR material * Update 709_CameraExtendedCulling.png Co-authored-by: Antoine Lelièvre <antoinel@unity3d.com> * Revert: Correct fallback for ray tracing and light layers (1258837) (#1053) * Fixed Look Dev with Light Theme (#1006) * Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity. * Update changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Purpose of this PR
https://fogbugz.unity3d.com/f/cases/1254916/
https://fogbugz.unity3d.com/f/cases/1256641/
The UI for the aperture now makes it more clear that we modify the f-number (and not directly the aperture):

Testing status
Things I have tested: