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Fixed the dependecy of FrameSettings (MSAA, ClearGBuffer, DepthPrepassWithDeferred) (case 1277620). #1915

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Sep 29, 2020
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -107,6 +107,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue with lens distortion breaking rendering.
- Fixed save popup appearing twice due to HDRP wizard.
- Fixed error when changing planar probe resolution.
- Fixed the dependecy of FrameSettings (MSAA, ClearGBuffer, DepthPrepassWithDeferred) (case 1277620).

### Changed
- Preparation pass for RTSSShadows to be supported by render graph.
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Original file line number Diff line number Diff line change
Expand Up @@ -171,12 +171,13 @@ static void Drawer_SectionRenderingSettings(SerializedFrameSettings serialized,

bool hdrpAssetSupportForward = hdrpSettings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly;
bool hdrpAssetSupportDeferred = hdrpSettings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.ForwardOnly;
bool hdrpAssetIsForward = hdrpSettings.supportedLitShaderMode == RenderPipelineSettings.SupportedLitShaderMode.ForwardOnly;
bool hdrpAssetIsDeferred = hdrpSettings.supportedLitShaderMode == RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly;

bool frameSettingsOverrideToForward = serialized.GetOverrides(FrameSettingsField.LitShaderMode) && serialized.litShaderMode == LitShaderMode.Forward;
bool frameSettingsOverrideToDeferred = serialized.GetOverrides(FrameSettingsField.LitShaderMode) && serialized.litShaderMode == LitShaderMode.Deferred;
bool defaultForwardUsed = !serialized.GetOverrides(FrameSettingsField.LitShaderMode) && defaultShaderLitMode == LitShaderMode.Forward;
bool defaultDefferedUsed = !serialized.GetOverrides(FrameSettingsField.LitShaderMode) && defaultShaderLitMode == LitShaderMode.Deferred;
bool msaaEnablable = hdrpAssetSupportForward && hdrpSettings.supportMSAA && (frameSettingsOverrideToForward || defaultForwardUsed);
bool depthPrepassEnablable = hdrpAssetSupportDeferred && (defaultDefferedUsed || frameSettingsOverrideToDeferred);
bool msaaEnablable = hdrpSettings.supportMSAA && ((hdrpAssetSupportForward && (frameSettingsOverrideToForward || defaultForwardUsed)) || hdrpAssetIsForward);
area.AmmendInfo(FrameSettingsField.MSAA,
overrideable: () => msaaEnablable,
overridedDefaultValue: msaaEnablable && defaultFrameSettings.IsEnabled(FrameSettingsField.MSAA),
Expand All @@ -194,6 +195,9 @@ static void Drawer_SectionRenderingSettings(SerializedFrameSettings serialized,
throw new System.ArgumentOutOfRangeException("Unknown ShaderLitMode");
}
});

bool defaultDeferredUsed = !serialized.GetOverrides(FrameSettingsField.LitShaderMode) && defaultShaderLitMode == LitShaderMode.Deferred;
bool depthPrepassEnablable = (hdrpAssetSupportDeferred && (defaultDeferredUsed || frameSettingsOverrideToDeferred)) || (hdrpAssetIsDeferred);
area.AmmendInfo(FrameSettingsField.DepthPrepassWithDeferredRendering,
overrideable: () => depthPrepassEnablable,
overridedDefaultValue: depthPrepassEnablable && defaultFrameSettings.IsEnabled(FrameSettingsField.DepthPrepassWithDeferredRendering),
Expand All @@ -206,7 +210,26 @@ static void Drawer_SectionRenderingSettings(SerializedFrameSettings serialized,
case RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly:
return true;
case RenderPipelineSettings.SupportedLitShaderMode.Both:
return frameSettingsOverrideToDeferred || defaultDefferedUsed;
return frameSettingsOverrideToDeferred || defaultDeferredUsed;
default:
throw new System.ArgumentOutOfRangeException("Unknown ShaderLitMode");
}
});

bool clearGBufferEnablable = (hdrpAssetSupportDeferred && (defaultDeferredUsed || frameSettingsOverrideToDeferred)) ||(hdrpAssetIsDeferred);
area.AmmendInfo(FrameSettingsField.ClearGBuffers,
overrideable: () => clearGBufferEnablable,
overridedDefaultValue: clearGBufferEnablable && defaultFrameSettings.IsEnabled(FrameSettingsField.ClearGBuffers),
customOverrideable: () =>
{
switch (hdrpSettings.supportedLitShaderMode)
{
case RenderPipelineSettings.SupportedLitShaderMode.ForwardOnly:
return false;
case RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly:
return true;
case RenderPipelineSettings.SupportedLitShaderMode.Both:
return frameSettingsOverrideToDeferred || defaultDeferredUsed;
default:
throw new System.ArgumentOutOfRangeException("Unknown ShaderLitMode");
}
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