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[Fogbugz 1324000] Fixing unlit emissive reflections #4340

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Merged
merged 4 commits into from
Apr 28, 2021

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kecho
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@kecho kecho commented Apr 27, 2021

Purpose of this PR

Fixing fogbugs: https://fogbugz.unity3d.com/f/cases/1324000/
Unlit emissive was too dark, because there was a missing pre exposure multiplication.

Repro steps :

  • Open attached project
  • Open SampleScene_Exposure0
  • Notice that both lit and unlit ray traced reflection looked similar
  • Now open SampleScene_Exposure_12
  • It's the same scene with fixed exposure of 12, HDRI sky exposed to 12 and higher intensity dir light

Expected : Same result as the non exposed scene
Result : Unlit emissive is black.

Before:
image

After:
image


Testing status

  • Tested with many levels of exposure in the unlit material, and now the material behaves correctly.
  • Tested on PC with auto exposure and several fixed exposure values.
  • Running all platforms tests (DXR and standard). Likely we might need screenshot update.

@kecho kecho requested a review from sebastienlagarde April 27, 2021 16:40
@kecho kecho force-pushed the HDRP/FixRaytracingUnlitEmissiveExposure branch from c0fdc01 to 0414ba7 Compare April 27, 2021 16:42
@kecho kecho requested a review from a team April 27, 2021 16:45
@sebastienlagarde sebastienlagarde requested review from remi-chapelain and removed request for a team April 27, 2021 18:10
@sebastienlagarde
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@remi-chapelain can you ensure this is cover in one of our test. Also guess we need to check for both unlit with emissive and lit with emissive.

@sebastienlagarde
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@kecho in your test, is your mesh emissive only or does it have a color + emissive contribution? (we should check the later if not check)

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kecho commented Apr 27, 2021

@kecho in your test, is your mesh emissive only or does it have a color + emissive contribution? (we should check the later if not check)

My test is emissive only, black color. I did test with color as well and looked correct.

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I'll add a test in DXR Test project in this PR as stated in the bug and take care of screenshots if some needs updating.

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Verified the fix quickly.

Added 4 tests to cover reflections of emissive

  • Low exposure perf mode
  • high exposure perf mode
  • Low exposure quality mode
  • high exposure quality mode

108_ReflectionEmissive_Perf_Exposure_0

108_ReflectionEmissive_Quality_Exposure_0

High and low exposure look the same because the value of emissive and sun are adjusted accordingly. Only noticeable difference is the reflection resolution in performance vs quality;

Ran all DXR Tests locally (All 🟢, which proved we didn't have proper coverage for this) since yamato is overloaded, I'd say we're good to merge without testing remotely

@sebastienlagarde sebastienlagarde marked this pull request as ready for review April 28, 2021 10:39
@sebastienlagarde sebastienlagarde merged commit f33d33c into hd/bugfix Apr 28, 2021
@sebastienlagarde sebastienlagarde deleted the HDRP/FixRaytracingUnlitEmissiveExposure branch April 28, 2021 10:40
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>
sebastienlagarde added a commit that referenced this pull request Apr 30, 2021
* 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>
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3 participants