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[HDRP] AOV API improvements #2769
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…_improvements # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
# Conflicts: # TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
… MacOS reference image" This reverts commit 4ef4beb.
Note: I'm in the process of resolving the merge conflicts, so until then this is not ready for review yet! |
# Conflicts: # TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs
I forgot to say that this PR is ready for reviewing now.
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This PR is ready and green ABV, waiting for QA approval. @RemyUnity |
Adding release management per request |
Note: the failure on Mac and XR are from trunk and master. |
I have updated one last test image to make Nightly VFX_HDRP green (after discussing with Paul). |
# Conflicts: # TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
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Made a pass. Things I've checked:
- Tested new AOV buffers with HDRP shaders and all available master nodes (except Unlit for specular) ✅
- Set the AOV buffer format to GraphicsFormat.R32G32B32A32 and verify in RenderDoc. Anything after the LorResTransparent pass uses the correct format. ✅ (some passes like LowResTransparent are still on 16bit and it's a requirement. Pavlos investigates which ones should stay on 16bit)
- Wrangle vertex positions in SG and see if it affects World Position AOV. ✅
- Checked if VFX mesh outputs appear correctly in new AOV buffers ✅
- Verified on MacOS ✅
I have no breaking issues so far, all good on my side ✅
Just to give more context regarding the format override: Having said that, I'm looking at a RenderDoc capture again to see if I have missed something. |
There was an additional issue with the format of the color pyramid generation that I have discovered after @JMargevics comments. I'm submitting the fix in a separate PR (#3470 ) because it might affect users outside of the AOV API (just in case we want to backport). |
# Conflicts: # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
Purpose of this PR
This PR introduces some improvements for the AOV API:
Bugfix: in the rendergraph path we have broken the "custom pass" AOV output, because we were not testing it :(
Testing status
The new features (and the custom pass AOV output) are tested with a new graphics test (ID 9902):

Comments to reviewers
Many new files in this PR are related to the graphics test.