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Properly validate displacement mode on lit shader #4912
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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>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Rename in UX * Update docs
* Shadow matte support. * Updated changelog. * Only take occluders into account, closer match to raster mode. * Added test scene. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
This reverts commit 85ebbc2.
… and color shadows (case 1340234). (#4756) * Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234). * Update test ref image Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…n using recorder (#4856) * Make sure sky settings are correctly set when recording. * Updated changelog. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Add the necesarry texture coordinate clamping for RTHandle for color pyramid sampling * Add some resolution independence, fitted for 1920x1080 * Changelog * Switch back to point sampling from trilinear, with commentary * Update test reference images * Small correction to the point sampling, always sample mip 0. * Re-update the test images, for mip 0 color sampling * Use a simpler UV scaling/clamping since we are now point sampling. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
It appears that you made a non-draft PR! |
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Looks good. Testing is sufficient for the scope of fix.
Thanks for bringing up the issue with Displacement Mode switching. I have opened up a ticket: https://fogbugz.unity3d.com/f/cases/1343374/ if anything can be done to keep the values
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Thanks for the Displacement Mode switching improvement, did a quick check switching through various HDRP and Shadergraph shaders and it works nicely.
Purpose of this PR
https://fogbugz.unity3d.com/f/cases/1342333/
https://fogbugz.unity3d.com/f/cases/1343374/
Filter displacement mode when validating material properties, so that lit tessellation cannot have pixel displacement when setting it in the .mat file, or when switching from lit shader
Also when switching back to the lit shader, the displacement mode is now preserved (if it wasn't change when in lit tessellation, like any other setting).
Testing status
Tested that pixel displacement is disabled when switching from lit to lit tessellation
Tested that pixel displacement is disabled when enabling it in the .mat file for a LitTessellation material
Tested to switch back and forth between lit and lit tessellation and checked option is preserved in both cases
Search in all places in code using displacement mode an verified they still work as before (a warning in UV detail, and the heightmap settings)
Tested multi editing
Quickly tested with layeredlit (should be the same code so only did basic testing)