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[HDRP][Path Tracing] Directional light color now affected by physical sky #5567
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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>
* Fix slope scale bias being broken when depth offset was enabled * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed shadow sampling artifact when using the spot light shadow option 'custom spot angle' * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…faces (#5485) * Improve subsurface scatering for transmissive surfaces * Add changelog + fix throughput multiplication Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…#5497) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
Please trigger Yamato. |
#if SHADEROPTIONS_PRECOMPUTED_ATMOSPHERIC_ATTENUATION | ||
// Nothing to do here | ||
#else | ||
// Physical sky emission color code, adapted from EvaluateLight_Directional() |
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Sanity check, is this code call for any kind of sky? what's happen with an HDRI sky?
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It was the same in the original function, I think it comes from the dynamic if() condition right after this (or at least that's what I saw when checking its effect: if the "affect sky" on the light is off, or if there is no physical sky, then the if condition is false).
DXR tests broken atm, we should merge #5551 before this one, so that we get clean tests again. It is likely that this new PR will break one test too, will have to be updated after this other merge. |
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What's tested:
- Repro case with physical sky
- Verified that using HDRI the sun angle doesnt impact color
- As bonus, did a smoke test for all Physical sky properties with Pathtracer
Showcase <3
This addresses: https://fogbugz.unity3d.com/f/cases/1363584/
Before:
In path tracing, when sky model was set to physical, directional light emission color wasn't affected by its direction
Now:
Emission color is affected by direction (warmer colors) at grazing angles, then zero under horizon (as is the case in rasterization).