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Fix quality settings UI and shadow mask UI #122

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2 changes: 2 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -565,6 +565,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed shader warning in PCSS code when using Vulkan.
- Fixed decal that aren't working without Metal and Ambient Occlusion option enabled.
- Fixed an error about procedural sky being logged by mistake.
- Fixed shadowmask UI now correctly showing shadowmask disable

### Changed
- Improve MIP selection for decals on Transparents
Expand Down Expand Up @@ -688,6 +689,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Update material samples scene visuals
- Use multi_compile API for deferred compute shader with shadow mask.
- Made the StaticLightingSky class public so that users can change it by script for baking purpose.
- Shadowmask and realtime reflectoin probe property are hide in Quality settings

## [7.1.1] - 2019-09-05

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Original file line number Diff line number Diff line change
Expand Up @@ -102,6 +102,12 @@ internal static Volume GetOrCreateDefaultVolume()
readonly PostProcessSystem m_PostProcessSystem;
readonly XRSystem m_XRSystem;

// Keep track of previous Graphic and QualitySettings value to reset when switching to another pipeline
bool m_PreviousLightsUseLinearIntensity;
bool m_PreviousLightsUseColorTemperature;
bool m_PreviousSRPBatcher;
ShadowmaskMode m_PreviousShadowMaskMode;

bool m_FrameSettingsHistoryEnabled = false;
#if UNITY_EDITOR
bool m_PreviousEnableCookiesInLightmapper = true;
Expand Down Expand Up @@ -673,16 +679,22 @@ void SetRenderingFeatures()
Shader.globalRenderPipeline = "HDRenderPipeline";

// HD use specific GraphicsSettings
m_PreviousLightsUseLinearIntensity = GraphicsSettings.lightsUseLinearIntensity;
GraphicsSettings.lightsUseLinearIntensity = true;
m_PreviousLightsUseColorTemperature = GraphicsSettings.lightsUseColorTemperature;
GraphicsSettings.lightsUseColorTemperature = true;

m_PreviousSRPBatcher = GraphicsSettings.useScriptableRenderPipelineBatching;
GraphicsSettings.useScriptableRenderPipelineBatching = m_Asset.enableSRPBatcher;

// In case shadowmask mode isn't setup correctly, force it to correct usage (as there is no UI to fix it)
m_PreviousShadowMaskMode = QualitySettings.shadowmaskMode;
QualitySettings.shadowmaskMode = ShadowmaskMode.DistanceShadowmask;

SupportedRenderingFeatures.active = new SupportedRenderingFeatures()
{
reflectionProbeModes = SupportedRenderingFeatures.ReflectionProbeModes.Rotation,
defaultMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly,
mixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly | SupportedRenderingFeatures.LightmapMixedBakeModes.Shadowmask,
mixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly | (m_Asset.currentPlatformRenderPipelineSettings.supportShadowMask ? SupportedRenderingFeatures.LightmapMixedBakeModes.Shadowmask : 0),
lightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed | LightmapBakeType.Realtime,
lightmapsModes = LightmapsMode.NonDirectional | LightmapsMode.CombinedDirectional,
lightProbeProxyVolumes = true,
Expand All @@ -698,6 +710,8 @@ void SetRenderingFeatures()
, overridesLODBias = true
, overridesMaximumLODLevel = true
, terrainDetailUnsupported = true
, overridesShadowmask = true // Don't display the shadow mask UI in Quality Settings
, overridesRealtimeReflectionProbes = true // Don't display the real time reflection probes checkbox UI in Quality Settings
};

Lightmapping.SetDelegate(GlobalIlluminationUtils.hdLightsDelegate);
Expand Down Expand Up @@ -796,10 +810,12 @@ void UnsetRenderingFeatures()
{
Shader.globalRenderPipeline = "";

SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
GraphicsSettings.lightsUseLinearIntensity = m_PreviousLightsUseLinearIntensity;
GraphicsSettings.lightsUseColorTemperature = m_PreviousLightsUseColorTemperature;
GraphicsSettings.useScriptableRenderPipelineBatching = m_PreviousSRPBatcher;
QualitySettings.shadowmaskMode = m_PreviousShadowMaskMode;

// Reset srp batcher state just in case
GraphicsSettings.useScriptableRenderPipelineBatching = false;
SupportedRenderingFeatures.active = new SupportedRenderingFeatures();

Lightmapping.ResetDelegate();

Expand Down