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Fix frame count in editor #3173
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It appears that you made a non-draft PR! |
Do not merge as is, it will probably make the tests fail |
yes thats why i removed the reviewers, i am gonna look at what is failing |
com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/DensityVolume.cs
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@@ -30,7 +30,7 @@ class TempPassData {}; | |||
{ | |||
scriptableRenderContext = renderContext, | |||
commandBuffer = commandBuffer, | |||
currentFrameIndex = GetFrameCount() | |||
currentFrameIndex = m_FrameCount |
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Is intended to still use m_FrameCount here and not the one from the camera?
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it's intended, i investigated a bit how the frame count was used by the rendergraph, and it seems it should not be camera dependent, but you may want to confirm 😄
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I will take another look and try to confirm then.
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I think the change is ok yes :)
com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraCache.cs
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com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraCache.cs
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Made a few comment. Overall looks ok to me but with all the time issues we had in the past only a thorough QA pass on this PR on all relevant effects will make sure of it :)
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Looks good! I haven't ran into any PR specific issues.
What I've tested:
- Checked @iM0ve "Time" testing scene with multiple docked undocked windows, carefully checking through density volumes, fog reprojection, shadergraphs with TAA
- Entering fullscreen of Game/Scene view windows with Always Refresh enabled/disabled
- Made sure AO accumulation works correctly now
Attaching comparison results:
Master- Expanding view causes exposure artifacts for a brief frame (leftmost view has a white rectangle for a split second when going in and out of fullscreen)
https://user-images.githubusercontent.com/50582134/105367554-39da4900-5c09-11eb-9317-b898af346fe7.mp4
PR - Expanding view on does not show any randomly artifacts for a brief frame
https://user-images.githubusercontent.com/50582134/105367620-4eb6dc80-5c09-11eb-9fd8-e9de69ac1e1a.mp4
Density Volumes + TAA + VFX with fixed exposure master:
https://user-images.githubusercontent.com/50582134/105368405-2bd8f800-5c0a-11eb-860a-de827fef056f.mp4
Density Volumes + TAA + VFX with fixed exposure PR:
https://user-images.githubusercontent.com/50582134/105368465-3dba9b00-5c0a-11eb-8d7a-32463fe7ea77.mp4
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IF DXR and regular tests are still green, looks good to me
* Merge Hd/bugfix #3313 * Fix frame count in editor #3173 * Fixed the display name of a Volume Parameter when is defined the attribute InspectorName #3348 * Added the default quality settings to the HDRP asset for RTAO, RTR and RTGI (case 1304370). #3362 * Formatting * Windows vulkan reference screenshots Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: alex-vazquez <76204843+alex-vazquez@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Purpose of this PR
After a trunk change that reduced the number of editor repaint, the time and framecount managment of hdrp was broken.
This PR should fix everything when always refresh is enabled in a scene view or in game views (no change in players and in editor play mode)
Testing status
Tested effects mentionned above in the editor and in a player