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Add Volumetric Cloud Compatibility with MSAA #4345

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johnpars
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@johnpars johnpars commented Apr 27, 2021

Purpose of this PR

Fix case: https://fogbugz.unity3d.com/f/cases/1327436/

Volumetric Clouds will fail in the case of MSAA color target. This is due to the in-place blending operation that occurs on the upscaling + combine pass (which can't be done on an MSAA target). This PR will move that combine to a subsequent pass after the upscaling, and instead do the blending via the hardware on the MSAA target.

Volumetric clouds now work in both scenarios:

No MSAA:
image

MSAA:
image


Testing status

  • I locally tested switching the number of MSAA samples on different graphics APIs.
  • I also ensured that the hardware blending operation produces the exact same result as when it is done in the CS pass.
  • Yamato

Comments to reviewers

~

FrancescoC-unity and others added 8 commits April 27, 2021 11:23
* Remove unneeded position from input layout of light cluster

* Changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…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>
@TomasKiniulis TomasKiniulis requested a review from a team April 28, 2021 12:19
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@RemyUnity RemyUnity left a comment

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Verified and fixed confirmed, thanks !

@sebastienlagarde
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Something bad have happen with hd/bugfix, I have delete and recreated the branch but then we have thing that should be there.

those files aren't part of this PR:
Eye/Eye.hlsl
HDRenderPipelineMenuItems.cs
Motion-Vectors.md

We will need to recreate this PR against a proper master, sorry about this .Will also allow us to do a proper review (this fix is for master only, so let's recreate pr for master)

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5 participants