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Fix erroneous tile coordinate calculations in contact shadows #4335

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FrancescoC-unity
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Wrong parenthesis strikes again :)

Because both values being divided where constant integer and the division was in brackets, the tile coordinate was always computed as 0, leading to unexpected behaviour when looping through the lights.

This fixes an issue reported by Alix on slack ( https://unity.slack.com/archives/GHD5LADU7/p1619513674480600 )

What did I test: the repro scene Alix provided me slightly modified. Essentially to repro is sufficient to have a light that has contact shadows and that as the camera moves such light hits or not the first "lightlist" tile.

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It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page)
and cancel any jobs that started on Yamato.
See the PR template for more information.
Thank you!

@sebastienlagarde
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@FrancescoC-unity can we add a contact shadow test that cover this cases? Hard to figure out how this can't be catch by our automated test. Thanks

@FrancescoC-unity
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@FrancescoC-unity can we add a contact shadow test that cover this cases? Hard to figure out how this can't be catch by our automated test. Thanks

Yes, we can indeed, will add one soon.

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Looks good

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@sebastienlagarde sebastienlagarde left a comment

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Waiting for test

@FrancescoC-unity
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I managed to change a test to cover this test, gonna run yamato and update screenshots as soon is done.

@sebastienlagarde sebastienlagarde merged commit dcb6d2f into hd/bugfix Apr 29, 2021
@sebastienlagarde sebastienlagarde deleted the HDRP/fix-contact-shadow-tile-coord-calculations branch April 29, 2021 09:31
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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3 participants