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Avoid casting multiple rays and denoising for hard directional, point and spot ray traced shadows (1261040). #1285

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Merged
merged 67 commits into from
Jul 17, 2020

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anisunity
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@anisunity anisunity commented Jul 15, 2020

Checklist for PR maker

  • No backport needed
  • Changelog updated
  • No documentation update needed
  • Two new tests have been added.

Purpose of this PR

https://fogbugz.unity3d.com/f/cases/1261040/

Testing status

Manually ran the DXR tests locally and they are green.

Comments to reviewers

This doesn't solve the problem compltely, but solves it in the case when the function is a dirac.

remi-chapelain and others added 30 commits July 6, 2020 10:10
* Update base light area size.

* changelog

* Better change.

* revert whitespace

* Make the change editor only.
* Update Decal-Projector.md

* update doc based on feedback
* Update Upgrading-from-2020.1-to-2020.2.md

* Update Upgrading-from-2020.1-to-2020.2.md
…e UI label (#1110)

* Shutter speed can now change by dragging over the label

* Changelog

* Typo

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

* Update whats-new-10-0.md

* Added decal layers and eye shader graph

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix Material creation queue

* Update SurfaceOptionUIBlock.cs
* Refactor the keyword system in ShaderGraph

* Move geometric AA to respective master node

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
#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.
* Fixed robustness issue with GetOddNegativeScale() in ray tracing.

* Updated changelog.

* Added fogbugz case id in changelog.
…ce 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>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* 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
* Remove the usage of Point Cube Size parameter.

* Add change log
* 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

* fix line endings

* Change default value
* Save foldout state in ShaderGraph

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

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

* Removed log

* Added "first time" migration system
sebastienlagarde and others added 7 commits July 16, 2020 16:56
* 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>
* 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.
* 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.
…62217). (#1278)

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

* missing screenshot
…ings. (#1284)

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

* Update changelog.
… 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
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need to merge staging

pmavridis and others added 16 commits July 16, 2020 21:13
…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>
…cs compositor (#1288)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
#1305)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ly 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>
* Fixed nullref exception with cookies

* Fixed GC.Alloc
…uring wizard execution (1262171). (#1312)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* - Render graph pre-setup for ray traced ambient occlusion.

* Review corrections

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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Fix the issue for the most obvious case. (hard shadows)
Issue is way less noticeable the softer the shadows gets so still an improvement.
Looked at the tests and eventhough they don't test the test case mentionned in the fogbugz, they are still useful to catch some issues with the denoiser when shadows are hard

@sebastienlagarde sebastienlagarde changed the base branch from HDRP/staging to master July 17, 2020 09:44
@sebastienlagarde sebastienlagarde merged commit a6f80aa into master Jul 17, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/fix1261040 branch July 17, 2020 09:44
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