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Fixed rendering breaking when disabling tonemapping in the frame settings. #1284

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Merged
merged 2 commits into from
Jul 16, 2020

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Purpose of this PR

Fixed rendering breaking when disabling tonemapping in the frame settings.
Fixes: https://fogbugz.unity3d.com/f/cases/1262211/


Testing status

Trivial fix. Tested the repro case and it fixed it. More testing is probably not necessary.

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@sebastienlagarde sebastienlagarde merged commit 69f9afb into HDRP/staging Jul 16, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/fix-tonemapping-disable branch July 16, 2020 19:05
@JulienIgnace-Unity JulienIgnace-Unity restored the HDRP/fix-tonemapping-disable branch July 17, 2020 08:52
@JulienIgnace-Unity JulienIgnace-Unity deleted the HDRP/fix-tonemapping-disable branch July 17, 2020 08:53
sebastienlagarde added a commit that referenced this pull request Jul 17, 2020
… and spot ray traced shadows (1261040). (#1285)

* Modify scene for better stability (#1120)

* Fix area light gizmo not updating engine side light v2 (#1156)

* Update base light area size.

* changelog

* Better change.

* revert whitespace

* Make the change editor only.

* Updated doc. (#1152)

* Address decal layer documentation feedback (#1157)

* Update Decal-Projector.md

* update doc based on feedback

* Hdrp/docs/upgrading to 2020.2 (#1170)

* Update Upgrading-from-2020.1-to-2020.2.md

* Update Upgrading-from-2020.1-to-2020.2.md

* HDRP - Shutter speed can now be changed by dragging the mouse over the UI label (#1110)

* Shutter speed can now change by dragging over the label

* Changelog

* Typo

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix API breaking change: Add Public quality to Raytracing volume effect - RR

* ix API breaking change: Add Public quality to Raytracing volume effect - RR

* Add 3 tests in HDRP_Test for 1709_DecalLayers for deferred, forward and forwardMSAA (#1138)

* add 1709 test

* More decal test

* Update 1709_DecalLayer.unity

* fix material

* Update test

* update test

* Add 3 new test forward, forward MSAA and deferred

* add the 3 test in build settings

* Add reference screenshots for windows

* update reference screenshots

* disabe 1709 with rendergraph

* Fixed creation of Decal Buffer (should not have been bindMS)

* Fixed missing read causing copy depth pass to be pruned

* Fixed clear color of decal prepass buffer

* Re-enabled tests 1709 1710 and change order to workaround resolution issue when running tests with temporal.

Co-authored-by: Julien Ignace <julien@unity3d.com>

* Added what's new page and relevant images (#1154)

* Added what's new page and relevant images

* Update whats-new-10-0.md

* Added decal layers and eye shader graph

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* update what's new

* Fix Material Creation RenderQueue setup + Fix AXF GUI (#1185)

* Fix Material creation queue

* Update SurfaceOptionUIBlock.cs

* Refactor keyword system in ShaderGraph (#1181)

* Refactor the keyword system in ShaderGraph

* Move geometric AA to respective master node

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Made conversion from render graph handles to actual resource implicit. (#1034)

* Made conversion from render graph handles to actual resource implicit to reduce boiler plate code.

* Post merge fixes

* Added an exception when accessing resources while not executing render graph.

* Post merge fixes

* Fixed error handling of casting handles to resources.

* Fix double sided unlit mode in the UI (#1203)

* HDRP: Default indirect Lighting controller Layers to Everything to ease the migration

* Update cas include paths (#1227)

* Hdrp/fix rt odd negative scale (#1180)

* Fixed robustness issue with GetOddNegativeScale() in ray tracing.

* Updated changelog.

* Added fogbugz case id in changelog.

* Hdrp/fix hierarchicalbox gizmo symetry and homothety mode ensuring face faces outside (#1228)

* Fix hierarchicalbox gizmo outside facingin symetry or homothety mode

* Update CHANGELOG.md

* Update CHANGELOG.md

* Update CHANGELOG.md

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix XR single-pass macros in tessellation shaders (#1160)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Remove automatic setup of global texture from Render Graph (#1192)

* Made conversion from render graph handles to actual resource implicit to reduce boiler plate code.

* Post merge fixes

* Added an exception when accessing resources while not executing render graph.

* Removed auto binding of global texture and updated passes accordingly.

* Post merge fix

* Fixed shadow mask texture binding.

* Fix wrong merge

* Fixed fog with MSAA and render graph

* Hdrp/atlas cube modif (#1235)

* Remove the usage of Point Cube Size parameter.

* Add change log

* Hdrp/pt sss diff mix (#1224)

* Fixed robustness issue with GetOddNegativeScale() in ray tracing.

* Updated changelog.

* Added fogbugz case id in changelog.

* Mofified way diffuse and SSS are mixed in path tracing.

* Fixed issue with spec balance.

* Updated Changelog.

* Updated ref image for test 5007.

* Change Cloud Layer API (#1237)

* Change cloud layer API

* fix line endings

* Change default value

* ShaderGraph UI fixes (#1216)

* Save foldout state in ShaderGraph

* Moved all non-SG properties to the advanced UI block

* Reordered advanced properties

* Move shadergraph properties (#1214)

* Migration code for depth pre/post pass and lod crossfade in shadergraph

* Removed log

* Added "first time" migration system

* Fix custom pass reorder (#1153)

* Fixed custom pass re-ordering issues

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Revert "Move shadergraph properties (#1214)"

This reverts commit 9a8d3b1.

* Update Upgrading-from-2020.1-to-2020.2.md

* Make sure we don't end up with null normals from normal mapping, when scale is 0. (#1233)

* Make sure we don't end up with null normals from normal mapping.

* Updated Changelog.

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Contact shadows improvements (#1226)

* Bias + thickness + new depth compare

* Default as decided by pierre

* upgrade guide

* docs

* changelog

* What's new

* Revert "Revert "Move shadergraph properties (#1214)""

This reverts commit 958486d.

* Fix migration issue in PR (Move shadergraph properties #1214)

* TAA and Physically based DoF (#1193)

* stabilize CoC if taa is enabled

* Fixes related to CoC clamping

* Improve DoF when TAA is active by using different samples each frame

* Add UI option to run the new physically based DoF

* Update documentation with the new option

* Fix issue with mip maps when switching DoF techniques

* Improve documentation

* Clean-up C# code

* Minor changes in the shader

* Fix near-far blending and cleanup unused code

* clean-up shader code

* more shader shader clean-up + fix weigths

* more shader shader clean-up

* back-to-front blending clean-up

* Make Manual CoC work for the new dof

* Changelog

* Change min aperture to 0.7

* Add info box when physically based dof is enabled

* Add info box when physically based dof is enabled

* Add s specialized TAA configuration for use with DoF and also stabilize CoC

* Do not increase sample count when taa is off

* Fix issue in disc sampling

* Fix profiling scope for CoC

* Fix for adaptive search radius

* Review feadback

* Review feadback 2

* Fix non-uniform ring weights

* Fix an issue with DofGather.compute not compiling on Metal

* DoF: avoid calling GetDimensions for LoDs in the shader (#1256)

* DoF: Pass mipmap dimensions as shader constant

* DoF: invalidate TAA history when switching modes

* convert Material from ~samples to latest version. (#1297)

* Update Vulkan reference images for tests 9601 and 9602 (#1158)

* remove reference images for 9601 and 9602 on Vulkan WindowsEditor to force regenerate them

* update reference images (9601, 9602) from Yamato artifacts for Vulkan

* fix shader macros for tessellation and XR single-pass

* restore shader changes (moved to another branch)

* HDRP - Update item menu for Decal layers after doc team feedback

* Added documentation for material GUI (#1082)

* Started to move as public a part of the material GUI

* Moved HDUnlitGUI to public

* Moved back to internal

* internal

* Fixed some doc

* Fixed API doc

* Fix API doc

* Add missing doc

* Updated doc

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Various small fixes for render graph. (#1232)

* Made conversion from render graph handles to actual resource implicit to reduce boiler plate code.

* Post merge fixes

* Added an exception when accessing resources while not executing render graph.

* Removed auto binding of global texture and updated passes accordingly.

* Post merge fix

* Fixed shadow mask texture binding.

* Fix wrong merge

* Fixed fog with MSAA and render graph

* Replace new TextureHandle by TextureHandle.nullHandle

* Fixed name of some textures

* Implemented stub of ScreenSpaceShadows to fix default texture binding.

* Correctly deallocate cached shadows atlas

* Properly set color buffer for transparent custom passes.

* Small comment update.

* Made naming of resources created by RG generic (user names are used for render graph specific debug display)

* Fixed custom pass global texture binding.

* Added name to real time reflection probe textures.

* Added an option to disable pass pruning and simplified logging code.

* Added XR copy depth

* Rename "pass pruning" to "pass culling"

* Fixed tests compilation

* Revert logger changes because they made unavoidable allocs.

* Removed useless formatting.

* Lighting/probevolumes debug modes and uniform init cleanup (#1275)

* Probe Volumes: Cleanup DebugDisplayProbeVolume and support SH2 atlas display.

* Probe Volumes: Bugfixes to state when Probe Volumes is enabled in Shader Config, bug disabled in the HDRenderPipelineAsset or the current cameras frame settings.

* Only building the RTAS if there is an effect that will require it (1262217). (#1278)

* Only building the RTAS if there is an effect that will require it (1262217).

* missing screenshot

* Fixed rendering breaking when disabling tonemapping in the frame settings. (#1284)

* Fixed rendering breaking when disabling tonemapping in the frame settings.

* Update changelog.

* Fixed a null ref in the volume component list when there is no volume components in the project (#1282)

* Fixed a null ref in the volume component list when there is no volume components in the project

* Update changelog

* Fixed changelog

* Make sure serialization of exposure modes is consistent between HDRP versions (#1286)

* Make sure serialization of exposure modes is consistent between HDRP versions

* Fix visual ordering + defaults for new scenes

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Avoid using duplicate names when creating new sublayers in the graphics compositor (#1288)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Remove MSAA debug mode when renderpipeline asset has no MSAA (#1289)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where look dev lighting would go black when a new scene is loaded. (#1303)

* Fixed some post processing using motion vectors when they are disabled (#1305)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* add playmode_XR to HDRP Vulkan tests (#1306)

* Fixing nans related to reflection probes in ray tracing and potentially instabilities. (#1307)

* - Fixed the multiplier of the environement lights being overriden with a wrong value for ray tracing (1260311).
- Fixed the first ray tracing frame not having the light cluster being set up properly (1260311).

* Added docs.

* Update property format in doc entries

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Small fixes (#1309)

* Fixed nullref exception with cookies

* Fixed GC.Alloc

* Fixed a series of exceptions happening when trying to load an asset during wizard execution (1262171). (#1312)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Render graph pre-setup for ray traced ambient occlusion. (#1026)

* - Render graph pre-setup for ray traced ambient occlusion.

* Review corrections

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Shader compilation errror in DEbugDisplayProbeVolume.shader

* Fix exposure settings in Volume Settings for standalone

* Avoid casting multiple rays and denoising for hard directional, point and spot ray traced shadows (1261040).

Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: Julien Ignace <julien@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Nicholas Brancaccio <pastasfuture@gmail.com>
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