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Properly validate displacement mode on lit shader #4912

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Merged
merged 57 commits into from
Jun 16, 2021

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adrien-de-tocqueville
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@adrien-de-tocqueville adrien-de-tocqueville commented Jun 15, 2021

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)

pmavridis and others added 30 commits May 26, 2021 19:23
* 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>
pmavridis and others added 13 commits June 8, 2021 01:06
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* 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>
… 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>
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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.

@sebastienlagarde sebastienlagarde changed the base branch from hd/bugfix to master June 16, 2021 17:28
@sebastienlagarde sebastienlagarde changed the base branch from master to hd/bugfix June 16, 2021 17:29
@sebastienlagarde sebastienlagarde changed the base branch from hd/bugfix to master June 16, 2021 17:38
@sebastienlagarde sebastienlagarde merged commit a2a91dc into master Jun 16, 2021
@sebastienlagarde sebastienlagarde deleted the hd/fix-validate-displacement branch June 16, 2021 18:26
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