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[HDRP][DXR] Fix recursive rendering transmittance over the sky #5663

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Merged
merged 135 commits into from
Sep 17, 2021

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pmavridis
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@pmavridis pmavridis commented Sep 15, 2021

Purpose of this PR

https://fogbugz.unity3d.com/f/cases/1323945/

Transmittance was not tinting the sky correctly. The reason was that the travel distance for missed rays was left to zero (the initialization value) and not the "max length", so it's a rather trivial fix.


Testing status

Using the repro scene from the ticket.

Before:
image

After:
image


Comments to reviewers

Alternatively we could have the miss shader write the max_length. I opted to initialize the variable with the correct value, since this does not add any extra instructions in the ray tracing inner loop.

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>
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pmavridis commented Sep 15, 2021

Note: The bug ticket also mentions that enabling the "Transparent write motion vectors" flag adds extra tint to the image.
This happens because in this case the rasterized version of the effect is computed on top of the ray traced one, effectively tinting two times the pixels. This is unrelated to the bug that is fixed in this PR (and we should fix in another PR).

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Looks simple enough as a fix, hope it doesn't have any side effects.

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I have verified the fix too to better understand. In terms of regression testing, I opened HDRPRayTracingScenes project to compare with master. No issues found, I think should be safe if graphic tests are passing

@sebastienlagarde sebastienlagarde changed the base branch from hd/bugfix to master September 17, 2021 12:37
@sebastienlagarde sebastienlagarde marked this pull request as ready for review September 17, 2021 12:37
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