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[Backport 7.x.x] Updated raytracing async compute warning. #304

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May 6, 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 @@ -63,6 +63,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled).
- Fixed depth prepass and postpass being disabled after changing the shader in the material UI.
- Fixed a performance issue with stochastic ray traced area shadows.
- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

### Changed
- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.
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Original file line number Diff line number Diff line change
Expand Up @@ -105,8 +105,11 @@ internal static CED.IDrawer InspectorInnerbox(bool withOverride = true) => CED.G
RenderPipelineSettings hdrpSettings = GetHDRPAssetFor(owner).currentPlatformRenderPipelineSettings;
if (hdrpSettings.supportRayTracing)
{
if (serialized.IsEnabled(FrameSettingsField.AsyncCompute) ?? false)
EditorGUILayout.HelpBox("With Raytracing, the Asynchronous Execution will be forced to false", MessageType.Warning);
bool rtEffectUseAsync = (serialized.IsEnabled(FrameSettingsField.SSRAsync) ?? false) || (serialized.IsEnabled(FrameSettingsField.SSAOAsync) ?? false)
//|| (serialized.IsEnabled(FrameSettingsField.ContactShadowsAsync) ?? false) // Contact shadow async is not visible in the UI for now and defaults to true.
;
if (rtEffectUseAsync)
EditorGUILayout.HelpBox("Asynchronous execution of Raytracing effects is not supported. Asynchronous Execution will be forced to false for them", MessageType.Warning);
}
}));

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