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Fix RTHandle scale bias [1329977] #4320

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Merged
merged 5 commits into from
Apr 29, 2021
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skhiat
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@skhiat skhiat commented Apr 27, 2021

Fix https://fogbugz.unity3d.com/f/cases/1329977/

Reprostep:
On Camera:
image

  • Add an offset X of viewport rect.
  • On SSR Enable 'PBR Accumulation'
  • Increase the 'Max Ray Steps'
  • On Game view increase the Accumulation factor

Before:
amWsfNAZ8H

After:
4qOvTMrHKS

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@JulienIgnace-Unity JulienIgnace-Unity left a comment

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This fix looks weird to me.
_RTHandleScaleHistory.zw / _RTHandleScaleHistory.xy does not really mean anything so I'm not sure how that works.
In theory there should be very little to do here:

  • For current frame buffers, since we are using pixel coordinates, no scale should be applied as we render in the proper viewport already.
  • For previous frame buffers, they may be a different size so pixel coordinates should be multiplied by _RTHandleScaleHistory.zw if they are history buffers or _RTHandleScale.zw if they are shared buffers.

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skhiat commented Apr 27, 2021

This fix looks weird to me.
_RTHandleScaleHistory.zw / _RTHandleScaleHistory.xy does not really mean anything so I'm not sure how that works.
In theory there should be very little to do here:

  • For current frame buffers, since we are using pixel coordinates, no scale should be applied as we render in the proper viewport already.
  • For previous frame buffers, they may be a different size so pixel coordinates should be multiplied by _RTHandleScaleHistory.zw if they are history buffers or _RTHandleScale.zw if they are shared buffers.

[Fixed]

@skhiat skhiat marked this pull request as ready for review April 27, 2021 11:51
@sebastienlagarde sebastienlagarde requested a review from a team April 27, 2021 14:02
@sebastienlagarde sebastienlagarde changed the base branch from master to hd/bugfix April 27, 2021 14:02
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@iM0ve iM0ve left a comment

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Looks good. Checking the repro case should be sufficient since it only affects SSR.

@sebastienlagarde sebastienlagarde merged commit 0aefd6d into hd/bugfix Apr 29, 2021
@sebastienlagarde sebastienlagarde deleted the hd/1329977_ssr_pbr_accum branch April 29, 2021 07:41
sebastienlagarde added a commit that referenced this pull request Apr 30, 2021
* 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>
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4 participants