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Improvements on the volumetrics user experience #1806
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It appears that you made a non-draft PR! |
Nice changes! |
Need to add someone from the docs team to verify tooltips and docs. |
The default parameters have changed so i need to restore the previous to keep the same results for the volumetric tests |
Are these the quality and performance improvements that need to be added to the what's new page @sebastienlagarde? |
/// <summary>Volumetric fog anisotropy.</summary> | ||
public ClampedFloatParameter anisotropy = new ClampedFloatParameter(0.0f, -1.0f, 1.0f); | ||
// Common Fog Parameters (Exponential/Volumetric) | ||
/// <summary>Fog albedo.</summary> |
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Stores the fog albedo. This defines the color of the fog.
public MinFloatParameter depthExtent = new MinFloatParameter(64.0f, 0.1f); | ||
/// <summary> Controls which version of the effect should be used. </summary> |
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Controls which denoising technique to use for the volumetric effect.
Also, add a <remarks> section that says:
Reprojection mode is effective for static lighting but can lead to severe ghosting artifacts with highly dynamic lighting. Gaussian mode is effective with dynamic lighting. You can also use both modes together which produces high-quality results, but increases the resource intensity of processing the effect.
public MinFloatParameter depthExtent = new MinFloatParameter(64.0f, 0.1f); | ||
/// <summary> Controls which version of the effect should be used. </summary> | ||
[Tooltip("Defines which technique is used for denoising the volumetric fog. Reprojection is very effective for static lighting, but can lead to severe ghosting for highly dynamic lighting. Gaussian is a good alternative for dynamic lighting. Using both techniques can give high quality results but will increase significantly the overall cost of the effect.")] |
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The tooltip needs to be shorter, we can store this information in the manual/api docs. This can just be:
Controls which denoising technique to use for the volumetric effect.
public FogDenoisingModeParameter denoisingMode = new FogDenoisingModeParameter(FogDenoisingMode.Gaussian); | ||
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// Advanced parameters | ||
/// <summary>Volumetric fog anisotropy.</summary> |
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Stores the fog anisotropy. This defines the....
What does this do?
internal const float maxFogScreenResolutionPercentage = 0.5f * 100; | ||
internal const int maxFogSliceCount = 512; | ||
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/// <summary>Two modes are available for controlling the performance and quality for the volumetric fog. The balance mode allows for an intuitive, performance oriented approach. The manual mode gives access to the internal set of parameters required for the evaluation.</summary> |
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Controls which method to use to control the performance and quality of the volumetric fog.
Add a <remarks> section which includes:
Balance mode allows you to use a performance-oriented approach to define the quality of the volumetric fog. Manual mode gives you access to the internal set of properties which directly control the effect.
internal const int maxFogSliceCount = 512; | ||
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/// <summary>Two modes are available for controlling the performance and quality for the volumetric fog. The balance mode allows for an intuitive, performance oriented approach. The manual mode gives access to the internal set of parameters required for the evaluation.</summary> | ||
[Tooltip("Two modes are available for controlling the performance and quality for the volumetric fog. The balance mode allows for an intuitive, performance oriented approach. The manual mode gives access to the internal set of parameters required for the evaluation.")] |
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Same as above, it's too long.
Controls which method to use to control the performance and quality of the volumetric fog.
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/// <summary>Two modes are available for controlling the performance and quality for the volumetric fog. The balance mode allows for an intuitive, performance oriented approach. The manual mode gives access to the internal set of parameters required for the evaluation.</summary> | ||
[Tooltip("Two modes are available for controlling the performance and quality for the volumetric fog. The balance mode allows for an intuitive, performance oriented approach. The manual mode gives access to the internal set of parameters required for the evaluation.")] | ||
public FogControlParameter fogControlMode = new FogControlParameter(FogControl.Balance); | ||
/// <summary>Resolution of the volumetric buffer (3D texture) along the X and Y axes relative to the resolution of the frame buffer.</summary> |
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Stores the resolution of the volumetric buffer (3D texture) along the x-axis and y-axis relative to the resolution of the frame buffer.
/// <summary>Number of slices of the volumetric buffer (3D texture) along the camera's focal axis.</summary> | ||
[Tooltip("Number of slices of the volumetric buffer (3D texture) along the camera's focal axis.")] | ||
public ClampedIntParameter volumeSliceCount = new ClampedIntParameter(64, 1, 1024); | ||
public ClampedIntParameter volumeSliceCount = new ClampedIntParameter(64, 1, maxFogSliceCount); | ||
/// <summary>The slider controls in a linear way the cost and quality of the volumetric fog. The value 0 being the least expensive and 1 the highest quality.</summary> |
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Defines the performance to quality ratio of the volumetric fog. A value of 0 being the least resource-intensive and a value of 1 being the highest quality.
public ClampedIntParameter volumeSliceCount = new ClampedIntParameter(64, 1, 1024); | ||
public ClampedIntParameter volumeSliceCount = new ClampedIntParameter(64, 1, maxFogSliceCount); | ||
/// <summary>The slider controls in a linear way the cost and quality of the volumetric fog. The value 0 being the least expensive and 1 the highest quality.</summary> | ||
[Tooltip("The slider controls in a linear way the cost and quality of the volumetric fog. The value 0 being the least expensive and 1 the highest quality.")] |
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Controls the performance to quality ratio of the volumetric fog. A value of 0 being the least resource-intensive and a value of 1 being the highest quality.
/// <summary>The slider controls in a linear way the cost and quality of the volumetric fog. The value 0 being the least expensive and 1 the highest quality.</summary> | ||
[Tooltip("The slider controls in a linear way the cost and quality of the volumetric fog. The value 0 being the least expensive and 1 the highest quality.")] | ||
public ClampedFloatParameter volumetricFogBudget = new ClampedFloatParameter(0.25f, 0.0f, 1.0f); | ||
/// <summary>This parameters controls how the budget is shared between Screen (XY) and Depth (Z) resolutions. The value 0 means that all of the budget is used for the XY resolution, which will reduce aliasing, but will increase noise. On the other hand a value of 1 will put more emphasis on the Z resolution reducing the noise, but increasing the aliasing. The parameters allows linear interpolation between the two configurations.</summary> |
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This summary is too long:
<summary>Controls how Unity shares resources between Screen (XY) and Depth (Z) resolutions.<summary>
<remarks>A value of 0 means Unity allocates all of the resources to the XY resolution, which reduces aliasing, but increases noise. A value of 1 means Unity allocates all of the resources to the Z resolution, which reduces noise, but increases aliasing. This property allows for linear interpolation between the two configurations.<remarks>
[Tooltip("The slider controls in a linear way the cost and quality of the volumetric fog. The value 0 being the least expensive and 1 the highest quality.")] | ||
public ClampedFloatParameter volumetricFogBudget = new ClampedFloatParameter(0.25f, 0.0f, 1.0f); | ||
/// <summary>This parameters controls how the budget is shared between Screen (XY) and Depth (Z) resolutions. The value 0 means that all of the budget is used for the XY resolution, which will reduce aliasing, but will increase noise. On the other hand a value of 1 will put more emphasis on the Z resolution reducing the noise, but increasing the aliasing. The parameters allows linear interpolation between the two configurations.</summary> | ||
[Tooltip("This parameters controls how the budget is shared between Screen (XY) and Depth (Z) resolutions. The value 0 means that all of the budget is used for the XY resolution, which will reduce aliasing, but will increase the noise. On the other hand a value of 1 will put more emphasis on the Z resolution reducing the noise, but increasing the aliasing. The parameters allows linear interpolation between the two configurations.")] |
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Controls how Unity shares resources between Screen (XY) and Depth (Z) resolutions.
[Tooltip("Applies a blur to smoothen the volumetric lighting output.")] | ||
public BoolParameter filter = new BoolParameter(false); | ||
/// <summary>Includes or excludes non-directional light types into evaluating the volumetric fog.</summary> | ||
[Tooltip("Controls if non-directional light types are included in the volumetric fog. Including them will have an impact on performance.")] |
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Controls whether Unity includes non-directional light types when it processes volumetric fog. Including them has an impact on performance.
/// <summary>Applies a blur to smoothen the volumetric lighting output.</summary> | ||
[Tooltip("Applies a blur to smoothen the volumetric lighting output.")] | ||
public BoolParameter filter = new BoolParameter(false); | ||
/// <summary>Includes or excludes non-directional light types into evaluating the volumetric fog.</summary> |
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Indicates whether Unity includes or excludes non-directional light types when it evaluates the volumetric fog. Including non-directional lights increases the resource intensity of the effect.
@@ -200,4 +218,71 @@ public sealed class FogColorParameter : VolumeParameter<FogColorMode> | |||
public FogColorParameter(FogColorMode value, bool overrideState = false) | |||
: base(value, overrideState) { } | |||
} | |||
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/// <summary> | |||
/// This enum defines the two modes for controlling the quality and cost of the volumetric fog. |
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Options that control the quality and resource intensity of the volumetric fog.
public enum FogControl | ||
{ | ||
/// <summary> | ||
/// In this mode, the user changes the parameters on higher abstraction level centered around performance. |
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Use this mode if you want to change the fog control properties based on a higher abstraction level centered around performance.
com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs
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} | ||
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/// <summary> | ||
/// This enum defines which denoising algorithms should be used on the volumetric fog signal. |
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Options that control which denoising algorithms Unity should use on the volumetric fog signal.
public enum FogDenoisingMode | ||
{ | ||
/// <summary> | ||
/// In this mode, the volumetric fog is not filtered. |
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Use this mode to not filter the volumetric fog.
We should probably enable the directional light only optim on the template, but the template does not point to the local SRP packages, so we can't do it 👎 |
you can :), when we edit the template, we always redirect the manifest to local repository. |
Adding a random comment here so I get notifications (Need this in to open my optimizations PR) |
* Fixed a Nan issue in the volumetric lighting filtering. Fixed the second pass in the denoising being done on the wrong axis. Removing the reprojection frame setting. Making the volumetric scene view reprojection work. Reduce the cost of the volumetric lighting gaussian denoising. Adding the option to have only the directional light contributing to the volumetrics. Adding a new configuration mode for screen resolution and volume slices. Changing the maximal values for the volumetric resolution and slices. Adding a more intuitive way of defining the denoising process of the volumetrics. Changing what is in the advanced mode for volumetrics Renaming user-facing parameter names. Displaying an info message when the user triggers anistropy Restoring the right values for the tests * Fixing compilation after bad merge * Disable 002 and 003 test on vulkan on windows and linux as it is all black but work localy * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* Changed the name of the what's new 10.0 page. (#2302) Will follow up with a redirect from the old page. Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com> * Use resolved buffers for msaa (#2278) * Add HDRP Editor Analytics (#1386) * Basic Analytics class Logs all modified HDRP Asset settings * Send event on build * Fix atmospheric scattering precision (#2239) * Fix precision issue * Update screenshots * Metal screenshot Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP - Clarified LayeredLit UI & doc (#2244) * Clarified LayeredLit UI & doc * Update Layered-Lit-Shader.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Use draggable fields for float scalable settings (#2227) * LookDev menu item entry is now disabled if the current pipeline does not support it. (#2260) * LookDev menu item entry is now disabled if the current pipeline does not support it. * Update changelog * Fix TAA with no motion vectors (#2261) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update default directional light intensity in HDRP (#2275) * Updated directional light default intensity to 100k lux * Updated outdoor scene templates to have 130k directional instead of 110k * Hdrp/add volume component blue book link (#2362) * Initial addition of documentation URL button to Volume editor framework * Integrate the help button icon for volume component documentation. * Correct the alignment of documentation icon so it lines up with additional options * Add also a volume component documentation attribute. This adds support for components without a custom inspector. * Initial addition of documentation URL for custom volume editors * Initial commit of documentation URL for default volume editors (using attribute) * Swap the place of documentation icon with additional options icon * update changelog * Revert choosing between two different documentations for raytracing. The docs themselves are planned to be consolidated * Remove the VolumeComponentDocumentation attribute. Same thing can be done with HelpURL * Use the HelpURL for all volume components, remove the editor override * Fix typos to broken URL * Fix core util function signature to not break other packages or user usage * Preprocess the help URL attributes * Do the documentation loading in static construction * Organize placement of static function Co-authored-by: John Parsaie <johnpa@unity3d.com> * Improvements on the volumetrics user experience (#1806) * Fixed a Nan issue in the volumetric lighting filtering. Fixed the second pass in the denoising being done on the wrong axis. Removing the reprojection frame setting. Making the volumetric scene view reprojection work. Reduce the cost of the volumetric lighting gaussian denoising. Adding the option to have only the directional light contributing to the volumetrics. Adding a new configuration mode for screen resolution and volume slices. Changing the maximal values for the volumetric resolution and slices. Adding a more intuitive way of defining the denoising process of the volumetrics. Changing what is in the advanced mode for volumetrics Renaming user-facing parameter names. Displaying an info message when the user triggers anistropy Restoring the right values for the tests * Fixing compilation after bad merge * Disable 002 and 003 test on vulkan on windows and linux as it is all black but work localy * Update CHANGELOG.md Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Reintroduce deprecated member * Fixed the stripping not working the terrain alphatest feature required for terrain holes. (#1817) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add bounding sphere support to the SS AABB generation pass (#2281) * Implement clipping and culling (does not consider view frustum corners) * Support orthographic projection * Turn 'scaleXY' into a scalar * Test corners of the view volume * Improve the placeholder for the linear depth * Fix aspect * Bugfix * Optimize * Also store view space Z * Optimize orthographic * Optimize LUT * Add wave intrinsic support * Fix group count * Reduce the kernel count to 1 * Remove old code * Bounds check * Add a profiling marker * Fix lane masks * Fix compiler warning * Remove GPU Pro reference * Be politically correct * No instrinsics on Xbox * Sphere culling (draft) * Tighter bounding spheres * Works * Share code * Optimize * Comment * Changelog * Fix BSphere radius * Optimize * Better comment * Remove the cull check * Fix Y-flip in light culling code Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Migrate Hair, Fabric sample graphs into HDRP Resources (#2184) * Migrate the Fabric + Hair graphs (+ subgraph) to HDRP Resources * Update the hair + fabric sample materials to point to their graphs in HDRP resources * Prune the now unused graphs and subgraphs * Update changelog * Update the cotton wool graph to include Yibing/Evgenii updates * Add updates to the silk graph from Yibing/Evgenii (factor AO into base color) * Update the hair graph with Yibing's updated version * Re-fix the path of the updated hair graph * Enable back then front rendering + depth write * Reduce smoothness to better match parity with hair before the updated graph * Align the alpha clip theshold properties to match the master node slot name * Clean up some param names and remove redundant transmission property (Deemed by artists) * Fix casing in fabric graph setting * Added ray tracing and animation page (#2344) * Hdrp/update decal handles (#2316) * Fix bug 1285640 - Gradient issue (#2280) * Improve Quality Settings UX for Volume Component Inspector (#1296) * Improve DoF UX * Changelog * Comments * Avoid storing nulls in the history table * Properly read selected quality preset + other bugfix * typo * changed comment position * don't switch to custom quality if the values were not changed * avoid compiler warning * more UX improvements * make the override state of quality settings part of the memory we keep for custom settings * fix minor UI issue when DoFis disabled * Serialization for quality parameters was fixed, so we can ask for the new quality level directly * Introduce the HDEditorUtils.IndentScope * Generalize the quality setting blob before introducing changes to the rest of the quality volume editors * Introduce scalability change for chromatic abberation * Introduce scalability change for contact shadow * Introduce quality setting change for bloom * Further generalize the quality setting blob to cut down on repetitive save/load functionality * Update contact shadow, bloom, CA, and DOF editors to reflect the quality setting blob update * Fix the quality setting comparison. * Introduce quality setting change for ambient occlusion * Introduce quality setting change for motion blur * Introduce quality setting change for RTGI and SSGI * Generalize the quality preset loading * Introduce quality setting change for SSR and RTR * Merge physical based dof editor change * Add comments * Add comments * Update changelog * Remove unused namespace * Remove usage of indent scope/UI modification (except for in DoF) until it is discussed in PR * DoF tooltips were accidentally reverted in the merge, re-add the fix * Simply the QualityScope disposal * Organize quality volume components to place the quality settings at the bottom (match how DoF is done). * Fixed and issue with quality setting now displayed the preset value of current HDRP asset. Nudge indent scope default by 1 pixel. * Revert "Organize quality volume components to place the quality settings at the bottom (match how DoF is done)." This reverts commit 2b26956. * Implement UX request to indent the checkbox for quality volumes * Decouple quality setting loading between RTR and SSR (some setting are shared, ie min smoothness) Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> * Add metallic remapping for lit and decals (#2276) * Metallic remapping * Metallic remapping for decals * Update remaining doc pages * Material upgrader * Rename MetallicScale for decal shader and doc * Update test project settings Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * HDRP - Upgrade test materials for metallic remapping (#2349) * Metallic remapping * Metallic remapping for decals * Update remaining doc pages * Material upgrader * Rename MetallicScale for decal shader and doc * Update test project settings * materials * HDRP_HybridTests * HDRP_DXR_Tests * HDRP_Tests * VisualEffectGraph_HDRP * HDRP_PerformanceTests * template Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix typo with SHADERPASS_FULL_SCREEN_DEBUG (#2358) * Fix typo with SHADERPASS_FULL_SCREEN_DEBUG * Update LightLoop.cs.hlsl * Merge Hdrp/template 2020.2 improvement (#2359) * fixed bad vertex on a mesh, opened vfx assets, refreshed lighting bake settings, rebaked * fixed sun flare when swtiching to pbs sky, cleaned up global volume * disabled anamorphic from bloom to avoid flickering * only desactive non-anamorphic bloom for cinematic sequence instead Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com> * Skip passes when everything is disabled in frame settings (#2279) * Fix rendergraph default resources init * Make sure passes are skipped when opaque and transparents objects are off * Skip pre render sky if backplate is disabled (? can we do this?) * More generic name for the pre render sky (in case is not tied to backplate in custom code) * Skip clear stencil * Use sanitization instead of checking opaque explicitly * Some merging of settings * missing transparent * HDRP bugfix branch to master (#2350) * Fixing exceptions in the console when putting the SSGI in low quality mode (render graph). (#2323) * Add VT frame settings (#2286) * Add frame setting * changelog * Grey setting out and make it always available. * Reverts tuff meant for antoher branch Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix undo/redo compositor (#2300) * Rename function * Undoable "enable compositor" * Undo/Redo Enable/Disable compositor Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Restored purge of unused resources in render graph (#2306) * Improve punctual shadow resolution rescale algorithm (#2309) * Improved the punctual shadow algorithm (it's less agressive now) * Updated changelog * Remove unused references of the HDRP asset in decal code (#2326) * Remove perChannelMask * changelog * Fix diffusion profile dependency (#2327) * Fixed a nullref when a diffusion profile was created * Updated changelog * Trying to fix diffusion profile asset dependency * Fixed export as package * Updated changelog Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Standardize naming for Transparent receive SSR (#2329) * Renaming * Changelog * Fix typos * Revert "Standardize naming for Transparent receive SSR (#2329)" This reverts commit 58152f0. # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Improvements to the DXR Wizard (#2295) * - Now the DXR wizard displays the name of the target asset that needs to be changed. - The DXR wizard displays asset changes as warnings and default frame settings as infos. - Added the status check of default camera frame settings in the DXR wizard. * review corrections Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Expose HDRP shader tag IDs and per object config (#2292) * Expose shader pass names API * Updated changelog * exposed per object data in HDUtils * changed constants to accessors * Moved getters to static Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * - Updated the documentation about shadow matte and SSShadow and RTShadows. (#2339) * - Updated the documentation about shadow matte and SSShadow and RTShadows. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed warnings when new input system is enabled (#2274) * Fix nan when decal affect normals (#2319) * Use SafeNormalize * Update CHANGELOG.md Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Fix bleeding of a view into another caused by TAA (#2317) * Make sure we clamp correctly when sampling in TAA * Changelog * More safe fix. Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Reset RT Handle size every now and then in editor if set to a big resolution and then reverted back (#2322) * Reset every now and then * Changelog * Bump min to 1440 * Update CHANGELOG.md Fixed changelog * Avoid reset if we still need the high res Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Hdrp/standardize transparent receive ssr (#2338) * Renaming * Changelog * Fix typos * Update HDWizard.Window.cs typo * Update HDWizard.Window.cs typo 2 Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> * Added default volume profile asset change to the undo stack (case 1285268). (#2330) * Added default volume profile asset change to the undo stack. * Updated changelog. * ... * ... Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> * Restored default directional light intensity constant (#2345) * Fixed changelog * More changelog fix * Remove useless menu entry (#2335) * Fixed the ray tracing shadow UI being displayed while it shouldn't (case 1286391). (#2341) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add fade distance for light impact on volumetrics (#2291) * Fade * changelog * Don't display on directional Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix bit in FrameSettings * Update sample cubemap image * Revert "Update sample cubemap image" This reverts commit 32ba2a8. * revert: Improve punctual shadow resolution rescale algorithm (#2309) * Update TestCaseFilters.asset * Merge branch 'master' into hd/bugfix * Update SG_DS_Flipped.mat * update settings * Update CHANGELOG.md * remove test case filter in runtime test * migrate correctly to enable virtual texturing. * revert some change one in Hdrp/standardize transparent receive ssr #2338 * Fix breaking change in CoreEditorUtils.cs * Revert "remove test case filter in runtime test" This reverts commit ce8389b. * Revert "Restored purge of unused resources in render graph (#2306)" This reverts commit bc54701. * Update documentation * Revert: Fix nan when decal affect normals (#2319) Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> * [HDRP] Physically-based DoF speed and robustness improvements + bugfixes (#2353) * Fix near edges - remove old alpha normalization code * Fix alpha output * Dof alpha output: preserve pixels with zero alpha * Physical DoF: generate color pyramid * Physical DoF: mip map selection based on radius * Remove the preview indicator from the UI * Old (not rendergraph) pipeline implementation * fix mem leak * Support for much larger CoC radii * Shader cleanup * Tweak lod selection * Improve sampling noise * Fix post-dof TAA in rendergraph * Shader cleanup * Bugfix for taa in DoF * Bugfix for RTHandles: scale and clamp the UVs properly * Temporary fix for Rendergraph post-dof TAA * Commit minor fixes before rebase * Revert "Remove the preview indicator from the UI" This reverts commit b6774cd. * Tweak parameter range to a more safe range * Remove unused code * Remove unused code 2 * Dof shader: tweak sampling * Dof shader: tweak sampling * Update changelog * Adding an "Include For Ray Tracing" toggle on lights (#2304) * Adding an "Include For Ray Tracing" toggle on lights to allow the user to exclude them when ray tracing is enabled in the frame settings of a camera. * Updated tooltip Co-authored-by: Julien Ignace <julien@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix ambiguous call to DrawHeaderToggle in Core (#2363) * Fixed a warning happening when putting the range of lights to 0. (#2264) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fog volumetric scattering for path tracing (#2110) * Brought changes from volume branch. * Minor fixes on cone region of spot lights. * Re-added mistakenly removed headers from the PT pass of Unlit & Lit. * Added clamping on cam ray misses with vol scattering. * Minor tweaks. * Added support for box and pyramid point lights. * Updated changelog. * Added vol light intensity multiplier support. * Added support for box and pyramid spot lights. * Updated Changelog. * Reverted unwanted changes to diffusion profile asset. * ... * FFS * Added better path tracing support in shader graph. * Fix PT directional light activation for null radius. * Updated png reference images, to account for sampling seq changes. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Making the reflection and refractions of cubemaps distance based. (#2324) * Making the reflection and refractions of cubemaps distance based. * Enable test 2222 * Don't check memory allocation for 2222 * Cleanup and refactor the code to avoid breaking change and factor more of it * Update Upgrading-from-2020.1-to-2020.2.md * fix two additional typo * fix stacklit.hlsl * update reference screenshots * update MacOs screenshots * swap test order + update meta * update comment * swap test order Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * samples update materials (#2364) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: John Parsaie <johnpa@unity3d.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com> Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
After profiling and getting feedback from @iM0ve @AlixMi Pierre Yves (I don't know what is his github tag). Here is a bunch of user-facing improvements plus some bug fixes that should help with controling the performance, the in-editor quality and making the setup more intuitive.
Fixed a Nan issue in the volumetric lighting filtering.
Fixed the second pass in the denoising being done on the wrong axis.
Removing the reprojection frame setting.
Making the volumetric scene view reprojection work.
Reduce the cost of the volumetric lighting gaussian denoising.
Adding the option to have only the directional light contributing to the volumetrics.
Adding a new configuration mode for screen resolution and volume slices.
Changing the maximal values for the volumetric resolution and slices.
Adding a more intuitive way of defining the denoising process of the volumetrics.
Changing what is in the advanced mode for volumetrics
Renaming user-facing parameter names.
Displaying an info message when the user triggers anistropy
Testing status
Tests on the new template that i didn't introduce any regression.
Ran the HDRP tests locally, some were not green, even if not related to the changes.