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Hdrp - Fix volumetric fog presets #2062
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It appears that you made a non-draft PR! |
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Its unclear what the feature does exactly from UX point of view, see below issues:
- Based on indentation, Quality should control 5 items. But only 3 are grayed out. Should quality setting affect Anisotropy? If not we should change identation
- When changing quality, for example med to low. None of the settings are refreshed, resulting in uncertainty of what is actually changed. I think this will be reworked by UX team, because its not only for fog. But still mentioning since its an issue, maybe its worth waiting for the rework before making the quality presets?
- To find out what do the Quality features do exactly, usually one would go to the Lighting Quality section and check. But regarding Fog, there is no such setting. Again resulting in uncertainty of what values are affected and how. Unclear why quality levels are not found in the expected location.
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@iM0ve can you please check the changes, i just pushed the fix for the review you made. |
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Issues fixed. A great addition, however, I dont think it should be hidden in advanced.
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
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… include so git hooks stop complaining
/// <summary>Controls the budget of the volumetric fog effect.</summary> | ||
public float[] Fog_Budget = new float[s_QualitySettingCount]; | ||
/// <summary>Controls how the budget is shared between screen resolution and depth.</summary> | ||
public float[] Fog_DepthRatio = new float[s_QualitySettingCount]; |
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Hey, so it seems we currently only added quality presets for the Balance mode. (Fog Budget, DepthRatio), however the Manual mode still has none. Is it intended? I think we will need to add them, to comply with the Quality UI pattern, otherwise it will be unclear to users if they change quality preset and nothing happens.
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Yes it is intended, the manual mode is not used for the preset as it is considered "Advanced" so having default values for it doesnt make sense to me.
Also, there was a small general issue with Quality UX override state that has been fixed here: #2382 |
* 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 * Implement the quality UX functionality for relevant Fog quality settings * Apply the UX requested checkbox indentation Co-authored-by: John Parsaie <johnpa@unity3d.com>
This reverts commit 1b06241.
This PR is done on top of the volumetric user experience PR #1806
It adds quality presets of the control mode, budget and depthratio.
I changed the volumes in the HDRP tests to put them back to custom in order to not break the tests.
Testing status
HDRP tests are green locally.
checked that the right values where passed when changing from one preset to an other and to the custom mode (on the template)