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Fix up inconsistencies in shader frequencies usage. #3345

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Merged
merged 55 commits into from
Feb 5, 2021
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b9da5fa
Hd/fix 1299116 tesselation cull (#3057)
kecho Jan 14, 2021
5b57f64
Change the source value for the ray tracing frame index iterator from…
anisunity Jan 14, 2021
b21345b
[HDRP] Added a RenderGraph pass that resets the camera size after the…
alelievr Jan 14, 2021
9581f38
Fix Light Intensity UI Prefab Override Application (1299563) (#3061)
johnpars Jan 14, 2021
525ebf5
Fix Undo/Redo Stability for Light Temperature (1304176, 1301076) (#3079)
johnpars Jan 14, 2021
8007c48
Fix labels style (#3046)
adrien-de-tocqueville Jan 14, 2021
2df0185
Fixed side effect on styles during compositor rendering. (#3081)
adrien-de-tocqueville Jan 14, 2021
bf833ce
[HDRP][Compositor] Fix size and spacing of compositor info boxes (#3101)
pmavridis Jan 14, 2021
7be5e6c
[HDRP][Compositor] Fix color picker UI glitch in the Graphics Composi…
pmavridis Jan 14, 2021
6413dc6
Fix 1299233 ies resize bug (#3094)
skhiat Jan 14, 2021
8998567
filter for xbone addded (#3116)
martint-unity Jan 15, 2021
027cb37
[Yamato] Enable cache server for standalone build jobs (#3106)
sophiaaar Jan 15, 2021
6429445
Fix undo redo on layered lit editor (#3059)
adrien-de-tocqueville Jan 15, 2021
d910dc8
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 15, 2021
9c216c8
[HDRP] Added Vulkan install in system requirements (#3122)
alelievr Jan 15, 2021
8dbde86
[HDRP] Fix issue with compositor related custom passes (#3055)
pmavridis Jan 15, 2021
a5a6590
Fixed some render texture leaks. (#3050)
JulienIgnace-Unity Jan 15, 2021
229f3e8
Hd/fix wizard runtime resources (#3123)
RSlysz Jan 15, 2021
0a42f9b
[HDRP] Fixed lookdev reload bug when viewing a scene object (#3108)
alelievr Jan 15, 2021
eb1d074
[HDRP] Fix error in Depth Of Field near radius blur calculation (#3131)
pmavridis Jan 15, 2021
22b5b7f
[HDRP] Fix GC allocs (#3136)
pmavridis Jan 15, 2021
8cd8fe6
Revert: Fix 1299233 ies resize bug (#3094)
sebastienlagarde Jan 15, 2021
9bcb75f
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 16, 2021
31defd2
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 16, 2021
6dffbc8
Hide light shadow near plane gizmo when shadows are disabled (#3114)
adrien-de-tocqueville Jan 16, 2021
9ba9620
Hd/fix backplate globalcubemap2 (#3111)
JulienIgnace-Unity Jan 18, 2021
b4214a4
[HDRP][Path Tracing] Added alpha channel to path traced results (#3127)
eturquin Jan 18, 2021
feb0fe0
Doc update (#3160)
JulienIgnace-Unity Jan 18, 2021
d315646
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 18, 2021
f9c97c1
Fix various shader warnings (#3158)
FrancescoC-unity Jan 18, 2021
316d6a6
Update Override-Screen-Space-GI.md
sebastienlagarde Jan 18, 2021
be8f685
Fixed shadow matte not working with ambient occlusion when MSAA is en…
sebastienlagarde Jan 18, 2021
44ba81f
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 18, 2021
4de9b07
Update HDLightUI.cs (#3203)
sebastienlagarde Jan 20, 2021
1557004
[HDRP] fix nullref when chaging RP from HDRP to URP (#3191)
alelievr Jan 20, 2021
acd6199
fix case 1307653 (#3205)
sebastienlagarde Jan 20, 2021
f18d053
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 21, 2021
abd7de7
Fix LookDev env library assignment after leaving playmode. (#3214)
JulienIgnace-Unity Jan 21, 2021
6349ef2
Update Hair Shader Preset Documentation (#3208)
johnpars Jan 21, 2021
cace53e
[HDRP] Fix locale diffusion profile shader property value in ShaderGr…
alelievr Jan 21, 2021
760837b
Fix error in the RTHandle scale of Depth Of Field when TAA is enabled…
pmavridis Jan 21, 2021
3f480bd
Reset to current quality settings after preprocess build in HDRP (#3218)
jenniferd-unity Jan 21, 2021
4c7dfb6
Merge branch 'master' into hd/bugfix
sebastienlagarde Jan 21, 2021
3b4b1fb
Have bilinear default (#3223)
FrancescoC-unity Jan 21, 2021
a890c49
Merge branch 'master' into hd/bugfix
sebastienlagarde Feb 1, 2021
4477283
Update CHANGELOG.md
sebastienlagarde Feb 1, 2021
3112950
Added missing character to the layered lit document (#3310)
JordanL8 Feb 1, 2021
ac55059
Fix needs of exposure for debug display "SSR Transparent" (#3308)
skhiat Feb 1, 2021
bc0aa7d
[HDRP] Fix GUI exception in material UI (#3315)
alelievr Feb 1, 2021
c34ba38
[HDRP] Update decal angle fade tooltip (#3322)
alelievr Feb 1, 2021
1f827f1
Mention in TAA doc that a certain use case will lead to problems. (#3…
FrancescoC-unity Feb 1, 2021
fe86016
Hide shadow resolution value (#3335)
adrien-de-tocqueville Feb 1, 2021
2248df3
Fix ups
FrancescoC-unity Feb 2, 2021
e68ef59
Fixup tessellation
FrancescoC-unity Feb 2, 2021
5d84cc2
Merge branch 'master' into HDRP/double-check-frequencies
sebastienlagarde Feb 5, 2021
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Original file line number Diff line number Diff line change
Expand Up @@ -394,22 +394,33 @@ Shader "HDRP/LayeredLit"
#pragma shader_feature_local_fragment _DEPTHOFFSET_ON
#pragma shader_feature_local _DOUBLESIDED_ON
#pragma shader_feature_local _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT
#pragma shader_feature_local _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
#pragma shader_feature_local_vertex _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE
#pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE
#pragma shader_feature_local_fragment _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE

#pragma shader_feature_local_fragment _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
#pragma shader_feature_local_raytracing _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
#pragma shader_feature_local _LAYER_TILING_COUPLED_WITH_UNIFORM_OBJECT_SCALE
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2
#pragma shader_feature_local _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE0
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE1
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE2
#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE3

#pragma shader_feature_local_fragment _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE0
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE1
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE2
#pragma shader_feature_local_fragment _NORMALMAP_TANGENT_SPACE3
#pragma shader_feature_local_fragment _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
#pragma shader_feature_local_fragment _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1
#pragma shader_feature_local_fragment _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2
#pragma shader_feature_local_fragment _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3

#pragma shader_feature_local_raytracing _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR _EMISSIVE_MAPPING_BASE
#pragma shader_feature_local_raytracing _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
#pragma shader_feature_local_raytracing _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1
#pragma shader_feature_local_raytracing _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2
#pragma shader_feature_local_raytracing _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3
#pragma shader_feature_local_raytracing _NORMALMAP_TANGENT_SPACE0
#pragma shader_feature_local_raytracing _NORMALMAP_TANGENT_SPACE1
#pragma shader_feature_local_raytracing _NORMALMAP_TANGENT_SPACE2
#pragma shader_feature_local_raytracing _NORMALMAP_TANGENT_SPACE3

#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3

// We can only have 64 shader_feature_local
Expand Down Expand Up @@ -490,13 +501,12 @@ Shader "HDRP/LayeredLit"

#pragma shader_feature_local_fragment _DISABLE_DECALS
#pragma shader_feature_local_fragment _DISABLE_SSR
#pragma shader_feature_local_fragment _DISABLE_SSR_TRANSPARENT
#pragma shader_feature_local_raytracing _DISABLE_DECALS
#pragma shader_feature_local_raytracing _DISABLE_SSR
#pragma shader_feature_local_raytracing _DISABLE_SSR_TRANSPARENT

#pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY
#pragma shader_feature_local _DISABLE_SSR_TRANSPARENT

#pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY

// Keyword for transparent
#pragma shader_feature _SURFACE_TYPE_TRANSPARENT
Expand Down Expand Up @@ -618,7 +628,7 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile _ LOD_FADE_CROSSFADE

// Note: Require _ObjectId and _PassValue variables

Expand Down Expand Up @@ -662,7 +672,7 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
Expand Down Expand Up @@ -712,7 +722,7 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile _ LOD_FADE_CROSSFADE

// Lightmap memo
// DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light,
Expand Down Expand Up @@ -757,7 +767,7 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ WRITE_NORMAL_BUFFER
#pragma multi_compile_fragment _ WRITE_MSAA_DEPTH
Expand Down Expand Up @@ -801,7 +811,7 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile _ LOD_FADE_CROSSFADE

#define SHADERPASS SHADERPASS_SHADOWS
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
Expand Down Expand Up @@ -895,7 +905,7 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile_instancing
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma instancing_options renderinglayer
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
Expand All @@ -908,9 +918,14 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile_fragment DECALS_OFF DECALS_3RT DECALS_4RT

// Supported shadow modes per light type
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
#pragma multi_compile_fragment SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH

#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST

#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#ifndef SHADER_STAGE_FRAGMENT
#define SHADOW_LOW
#define USE_FPTL_LIGHTLIST
#endif

#define SHADERPASS SHADERPASS_FORWARD
// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
Expand Down
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