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pmavridis
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Purpose of this PR

This PR exposes the results of custom passes to the AOV API. Since the desired output might be the result of multiple custom passes, AOVs are recorded after all passes of an injection point are executed. The API allows you to output either the custom pass buffer or the camera buffer.

An example use-case for this is to generate Object IDs with a custom pass, output them with the AOV API and record them with the unity recorder.

image

Testing status

For testing I have used the standard HDRP template scene, I setup a custom pass to generate Object IDs and then I have used a slightly modified AOV recorder to record the results.

You can find the test scene (with the Object ID pass) here:
https://drive.google.com/open?id=1jE1S_Uqor8-gNK-wSrzPFPEoyTwZKq5P
(you will have to change the paths in packages/manifest.json)

And the modified AOV recorder here:
https://drive.google.com/open?id=1B9uhE5S-qyzUIpWerag2ZxdiC7NpMG26

  • Open a recorder window (window -> general -> recorder -> recorder window)
  • Click "Add new recorders" add select AOV image sequence
  • Select "custom pass" from the "Aov to export" dropdown

@pmavridis pmavridis added the HDRP label Apr 6, 2020
@pmavridis pmavridis closed this Apr 6, 2020
fabien-unity added a commit that referenced this pull request May 1, 2020
remi-chapelain added a commit that referenced this pull request Jul 9, 2020
FrancescoC-unity added a commit that referenced this pull request Jul 23, 2020
Tspk91 pushed a commit to Tspk91/QuestGraphics that referenced this pull request Jun 13, 2023
…o move tonemapping into the forward pass. Currently just removes the intermediate pass.
Tspk91 pushed a commit to Tspk91/QuestGraphics that referenced this pull request Jun 13, 2023
…e don't need an HDR camera target. Use a normal one.
Tspk91 pushed a commit to Tspk91/QuestGraphics that referenced this pull request Jun 13, 2023
…n the post processing pass if we have no effects active.
Tspk91 pushed a commit to Tspk91/QuestGraphics that referenced this pull request Jun 13, 2023
… the forward pass, when the toggle is set in the URP Pipeline Asset.
Tspk91 pushed a commit to Tspk91/QuestGraphics that referenced this pull request Jun 13, 2023
… the forward pass, when the toggle is set in the URP Pipeline Asset.
Tspk91 pushed a commit to Tspk91/QuestGraphics that referenced this pull request Jun 13, 2023
Tspk91 pushed a commit to Tspk91/QuestGraphics that referenced this pull request Jun 13, 2023
…onality of the baked lightmap lighting.

(PR Unity-Technologies#2) Derives the correct, but un-normalized light direction vector from the lightmap.
(PR Unity-Technologies#2) Adds extra debug functions, and remapping functions.
(PR Unity-Technologies#2) Decreases smoothness of materials in the non-directional light, to simulate specular scattering.
(PR Unity-Technologies#2) Add warning about extra texture fetch.

(PR Unity-Technologies#3) Fix up shadergraph lit shader to populate the lightmap direction vector.
Tspk91 pushed a commit to Tspk91/QuestGraphics that referenced this pull request Jun 13, 2023
Tspk91 pushed a commit to Tspk91/QuestGraphics that referenced this pull request Jun 13, 2023
… SRP code to add additional shader stripping."

This reverts commit 49a563c.
unity-emilk pushed a commit that referenced this pull request Apr 10, 2024
…from `LightingSpecular`

This PR fixes the compiler error, described in UUM-48035, when using `single` precision:

```
Shader error in 'Lights Receiver URP/LightsReceiver': Program 'frag', error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Incompatible min precision type for operand #3 of opcode #40 (counts are 1-based). Expected int or uint. at line 47 (on metal)
```
unity-emilk pushed a commit that referenced this pull request Aug 8, 2024
…ed from `LightingSpecular`

This PR fixes the compiler error, described in UUM-48035, when using `single` precision:

```
Shader error in 'Lights Receiver URP/LightsReceiver': Program 'frag', error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Incompatible min precision type for operand #3 of opcode #40 (counts are 1-based). Expected int or uint. at line 47 (on metal)
```
unity-emilk pushed a commit that referenced this pull request Sep 18, 2024
… from `LightingSpecular`

This PR fixes the compiler error, described in UUM-48035, when using `single` precision:

```
Shader error in 'Lights Receiver URP/LightsReceiver': Program 'frag', error X8000: D3D11 Internal Compiler Error: Invalid Bytecode: Incompatible min precision type for operand #3 of opcode #40 (counts are 1-based). Expected int or uint. at line 47 (on metal)
```
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