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Fixed support of distortion with MSAA #4711

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May 31, 2021
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -225,6 +225,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed a divide-by-zero warning for anisotropic shaders (Fabric, Lit).
- Fixed VfX lit particle AOV output color space.
- Fixed path traced transparent unlit material (case 1335500).
- Fixed support of Distortion with MSAA

### Changed
- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard
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Original file line number Diff line number Diff line change
Expand Up @@ -81,8 +81,7 @@ When you use MSAA, be aware of the following:
1. [Screen space reflection (SSR)](Override-Screen-Space-Reflection.md).
2. Screen space shadows.
3. [Temporal Anti-aliasing](#TAA).
4. Distortion.
5. Normal Buffer patch up by Decals.
4. Normal Buffer patch up by Decals. It mean Decal which affect material's normal will not affect Screen space reflection (SSR). This is not a problem as the effect is disabled, see 1.
- MSAA does not affect the following features. HDRP does not disable these effects, it just does not process MSAA for them:
1. [Post-processing](Post-Processing-Main.md).
3. [Subsurface scattering](Subsurface-Scattering.md).
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Original file line number Diff line number Diff line change
Expand Up @@ -852,8 +852,8 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c
sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Decals] &= renderPipelineSettings.supportDecals && !preview;
sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.DecalLayers] &= renderPipelineSettings.supportDecalLayers && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Decals];
sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.TransparentPostpass] &= renderPipelineSettings.supportTransparentDepthPostpass && !preview && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.TransparentObjects];
bool distortion = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Distortion] &= renderPipelineSettings.supportDistortion && !msaa && !preview;
sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.RoughDistortion] &= distortion && !msaa && !preview;
bool distortion = sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Distortion] &= renderPipelineSettings.supportDistortion && !preview;
sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.RoughDistortion] &= distortion && !preview;


sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.LowResTransparent] &= renderPipelineSettings.lowresTransparentSettings.enabled && sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.TransparentObjects];
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