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[FogBugz 1339083] Fixing exposure issues with clouds and planar probes #4748
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* Fix AxF debug output in certain configurations. * Update comment
* Fix white flash * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Show info box when ray tracing is enabled. * Changelog * Move below MSAA Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…phics Compositor enabled (#4593) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…DRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…side is updated. (case 1335737, related to 1314040) (#4691) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ing only the RTSSS Data (case 1332904). (#4626) * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). * Add test scene Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
…e refraction and probe refraction (#4653) * Delete the second transmittance mul * Changelog Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
#4636) * Initialize the shading normal to a non-zero value for anisotropy * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…cal volumetric fog volume (#4728) * Fixed nullref when deleting the 3D mask of a density volume (case 1339330) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Ignore hybrid duplicated reflection probes during light baking * test path instead of scene Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…4725) * Fix double sided option moving when toggling it in the material UI (case 1328877) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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Pretty much good, discussed with @kecho over the phone couple changes required, but adding them here just for tracking purposes.
1 - Change the multicompile for the fast-tonemap into a scalar with a lerp, the shader is quite large and I would like to avoid increasing the compilation time.
2 - Add the exposure control history flag to the pre-existing structure, it may be useful for ray tracing effects eventually and it would avoid having yet an other structure into the HDCamera.cs
3- Duplicate the shadow test to have a version without exposure control for coverage
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@anisunity all tests and the changes you requested have been added. Gonna now run the CI and get it all updated. |
* Fix planar reflection * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…eflection probe are updated same frame (#4812) * Don't mark as rendered for reflection probes as we want the cached version to be from main view * Do the thing just for directional * Doc update * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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…ic cloud history issues Formatting Changelog merge Removing permutation for fast tone mapping in clouds, making it a dynamic branch instead. Adding as part of history validity exposure control setting Adding new tests for NoExposure Adding test images Re-adding test to OSX
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lgtm
Purpose of this PR
Fogbugz: https://fogbugz.unity3d.com/f/cases/1339083/
This PR has a few fixes for issues around volumetric clouds and exposures. The issues are the following:
Before vs After:

Before vs After

In the editor, if we switch quickly between exposure control on and off in the planar reflection, we can get some NaNs and corruption because the history is not invalidated. Invalidated the history correctly and fixed the problem
Fixed feedback loop caused by mismatched exposure coming from the CPU & GPU. The exposure used to sample planar reflection was coming from the CPU which could be a few frame delayed, and the exposure used to render the planar reflection was coming from the GPU which could be ahead. This could cause some crazy flashing /feedback loop in exposure when adaptation time was very small.
Testing status