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[8.x.x backport] Fix quality settings UI and shadow mask UI [Depends on C++] #124

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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 @@ -69,6 +69,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed scalarization code for contact shadows
- Fix MaterialBalls having same guid issue
- Fix spelling and grammatical errors in material samples
- Fixed shadowmask UI now correctly showing shadowmask disable

### Changed
- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.
Expand All @@ -81,6 +82,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Debug exposure in debug menu have been replace to debug exposure compensation in EV100 space and is always visible.
- Cookie are now supported in lightmaper. All lights casting cookie and baked will now include cookie influence.
- Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. Note that the diffusion profile or the material references need to be edited once before this can work properly.
- Shadowmask and realtime reflection probe property are hide in Quality settings

## [8.0.1] - 2020-02-25

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Original file line number Diff line number Diff line change
Expand Up @@ -103,6 +103,12 @@ 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_PreviousDisableCookieForLightBaking = false;
Expand Down Expand Up @@ -663,16 +669,22 @@ 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 @@ -688,6 +700,8 @@ 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 @@ -781,10 +795,12 @@ 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();

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