-
Notifications
You must be signed in to change notification settings - Fork 844
Skip adding the LOD's renderer to the checked renderer if it's null #4313
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I am fine with the change, but it have indent issue and space (will fail yamato) and I am fine with adding this to the scene checker, good idea.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good, minor change.
* Fix null exception on Raytracing SSS volume component (#4322) * Add null check * changelog * Fix issue with Eye shader and area light (#4310) * Fix Ray Tracing Light Cluster debug mode (#4327) * Remove unneeded position from input layout of light cluster * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Skip adding the LOD's renderer to the checked renderer if it's null (#4313) * Skip adding the LOD's renderer to the checked renderer if it's null * changelog * Add LODgroup missing renderer to "check scene content for ray tracing" * formatting test * formatting Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update doc of transparent motion vectors to specify TAA of object behind will be impacted (#4325) * Update doc * Fix doc * Fixed Look Dev breaking when docked and rendered at zero size. (#4331) * Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. * Update changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Added a bit about scaling issues when dealing with history buffers (#4333) * Updated troubleshooting custom pass doc * Update Custom-Pass-Troubleshooting.md * Fixed an issue where runtime debug window UI would leak game objects. (#4337) * Fixed an issue where runtime debug window UI would leak game objects. * Update changelog * Updated documentation to support #4313 (#4336) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (#4342) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * updated tooltip (#4334) * Doc for custom matrix for fog (#4352) * [Fogbugz 1324000] Fixing unlit emissive reflections (#4340) * Fix ray tracing unlit emissive exposure. Changelog * Automated tests coverage * update scenes Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Fogbugz 1329173] Fixing wrong pyramid color dimensions when hardware DRS is on. (#4346) * Fixing bad pyramid color source texture size. DRS hanlder must be queried since the mip levels depend on the source hardware resolution * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix RTHandle scale bias [1329977] (#4320) * Fix RTHandle scale bias * Add changelog * Fix history sacle * Fix Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed emission material properties not being animable (#4366) * Fixed emission material properties not being animable * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix fog precision (#4364) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix erroneous tile coordinate calculations in contact shadows (#4335) * Fix wrong tile coord calculations * Changelog * Update test scene for contact shadow to cover data * update references screenshots Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [HDRP]Fix history buffer allocation for AOVs when the request does not come in first frame (#4361) * Fix history buffer allocation for AOVs when the request does not come in first frame * Add a break in the for loop Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix for volumetric clouds performing Read and Write on same texture [Unsupported on some platforms] (#4356) * Fix for usage of camera color RW when not supported. * Re-enable on metal * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update TestCaseFilters.asset * update metal screenshots * missing meta * [Fogbugz 1330769] Fixing bloom bicubic filtering for DRS (#4370) * Fixing bloom bicubic filtering for DRS, bicubic was using the wrong dimensions / texel sizes * Adding better comment to explain offseting of bicubic texture offset fix * update reference screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
* Added define for new reflection probe API update (case 1290521) * Updated changelog * Fix null exception on Raytracing SSS volume component (#4322) * Add null check * changelog * Fix issue with Eye shader and area light (#4310) * Fix Ray Tracing Light Cluster debug mode (#4327) * Remove unneeded position from input layout of light cluster * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Skip adding the LOD's renderer to the checked renderer if it's null (#4313) * Skip adding the LOD's renderer to the checked renderer if it's null * changelog * Add LODgroup missing renderer to "check scene content for ray tracing" * formatting test * formatting Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Update doc of transparent motion vectors to specify TAA of object behind will be impacted (#4325) * Update doc * Fix doc * Fixed Look Dev breaking when docked and rendered at zero size. (#4331) * Fixed an issue where sometime a docked lookdev could be rendered at zero size and break. * Update changelog # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Added a bit about scaling issues when dealing with history buffers (#4333) * Updated troubleshooting custom pass doc * Update Custom-Pass-Troubleshooting.md * Fixed an issue where runtime debug window UI would leak game objects. (#4337) * Fixed an issue where runtime debug window UI would leak game objects. * Update changelog * Updated documentation to support #4313 (#4336) Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero (#4342) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * updated tooltip (#4334) * Doc for custom matrix for fog (#4352) * [Fogbugz 1324000] Fixing unlit emissive reflections (#4340) * Fix ray tracing unlit emissive exposure. Changelog * Automated tests coverage * update scenes Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Fogbugz 1329173] Fixing wrong pyramid color dimensions when hardware DRS is on. (#4346) * Fixing bad pyramid color source texture size. DRS hanlder must be queried since the mip levels depend on the source hardware resolution * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Purpose of this PR
This PR fixes a very specific use case with LOD and building the AS.
When adding LOD group to the Acceleration Structure, ray tracing manager will only add the top level LOD (0).
However, for some reasons, a reference of each renderer is kept and if multiple LOD are using the same mesh, they have different renderer instance ID so they also need to be added to this reference list.
If one of the LOD is missing a renderer, there's no check for null renderer so it make the whole building AS operation fails.
A check has been added to the "check content for raytracing"
.
Also, after this PR, we forgot to update the checks here and some were obsolete. Those have been updated with the new correct behavior about double sided-ness in multimat mesh having priority in the acceleration structure.
This has been found in 2021.1 so it probably needs a backport in 11 and 10
Testing status
Comments to reviewers
N/A (purpose of the PR have been updated)