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May 23, 2020
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ac93e17
[7.x.x Backport] Fixed a weird behavior in the scalable settings draw…
anisunity Apr 3, 2020
f4f74f1
Fixed an usage of a a compute buffer not bound (1229964) (#28)
sebastienlagarde Apr 7, 2020
5ddc5f7
Removed wrongly serialized fields in StaticLightingSky (#6441)
JulienIgnace-Unity Apr 3, 2020
5faae4d
Fix issues in the post process system with RenderTexture being invali…
sebastienlagarde Apr 7, 2020
3531a57
Update PostProcessSystem.cs
sebastienlagarde Apr 7, 2020
84b722d
Fixed an issue where changing the default volume profile from anothe…
JulienIgnace-Unity Apr 3, 2020
0cd0299
Hdrp/docs/glossary f number (#6523)
JordanL8 Apr 2, 2020
accff86
Clamp probes compression factor to 0 (#19)
FrancescoC-unity Apr 7, 2020
b754f52
path validation when creating new volume profile (#36)
sebastienlagarde Apr 7, 2020
aaf7bf5
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Apr 8, 2020
bc7cc75
[Backport 7.x.x] Fix various leaks in HDRP (#120)
JulienIgnace-Unity Apr 15, 2020
359afb4
[7.x.x backport] Follow references when deleting unloading unused ass…
FrancescoC-unity Apr 15, 2020
9993a1c
[7.x.x Backport] Fixed an issue with the specularFGD term being used …
anisunity Apr 16, 2020
4f857b0
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Apr 16, 2020
f4c7b7f
d Fix MSAA resolve when there is no motion vectors #1
adrien-de-tocqueville Apr 14, 2020
8cb689f
Fix issues causing planar probes to be broken with multiple cameras i…
FrancescoC-unity Apr 15, 2020
7d010f4
Pospow and SG triplanar fix #40
slunity Apr 8, 2020
4410bd1
Hdrp/fix/custom pass msaa rendering info #42
alelievr Apr 9, 2020
67e7c73
Added disocclusion and ghosting to the glossary (#75)
JordanL8 Apr 9, 2020
6e624d2
Update the scripting API for FrameSettings, FrameSettingsOverrideMask…
RSlysz Apr 16, 2020
bf34a59
fix switch shader compilation (#111)
sebastienlagarde Apr 14, 2020
417b5d1
Update SceneViewDrawMode.cs (#118)
sebastienlagarde Apr 14, 2020
dd03aa3
Fix culling of reflection probes that change position #121
pmavridis Apr 15, 2020
5111f69
Fix null reference when processing light probe #131
pmavridis Apr 15, 2020
61886f3
Fix black screen in XR when HDRP package is present but not used #137
fabien-unity Apr 15, 2020
9d9eb87
Fix default volume profile collapse #138
alelievr Apr 16, 2020
8c0e270
Fix for white flash happening when changing lighting condition (like …
sebastienlagarde Apr 16, 2020
5b4fce1
Added baked GI rp support caveat and made setting shadow filter quali…
JordanL8 Apr 16, 2020
ffc58cd
Update AxF-Shader.md (#152)
JordanL8 Apr 16, 2020
4f787c2
Bind missing buffer #159
victor-unity Apr 16, 2020
2b1b282
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Apr 16, 2020
891160d
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Apr 16, 2020
f3218d6
[Backport 7.x.x] Diffusion Profile and Material references in HDRP ma…
JulienIgnace-Unity Apr 20, 2020
976cd19
Catch and handle NRefactory parser exceptions #6392
sebastienlagarde Apr 24, 2020
ea70f9b
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde Apr 24, 2020
56ace1e
[7.x.x backport] Fix quality settings UI and shadow mask UI #122 (#123)
sebastienlagarde Apr 27, 2020
4f14500
Fixed the indirect diffuse texture not being ignored when it should (…
anisunity Apr 27, 2020
f1d45cf
[7.x.x Backport] Fix pre/post pass sg properties #82 (#85)
alelievr May 5, 2020
2f7ebef
Fixed a performance issue with stochastic ray traced area shadows. (#…
anisunity May 5, 2020
774383d
[Backport 7.x.x] Updated raytracing async compute warning. (#304)
JulienIgnace-Unity May 6, 2020
f5d67f1
[Backport 7.x.x] Fixed a null ref exception in static sky when the de…
JulienIgnace-Unity May 6, 2020
1731ded
[Backport 7.x.x] Fixed an error about procedural sky being logged by …
JulienIgnace-Unity May 6, 2020
6876810
[Backport 7.x.x] Fix flickering lighting in the scene and game view w…
JulienIgnace-Unity May 6, 2020
722d7b1
[7.x.x Backport] Fix issue with ambient probe not being correct with …
FrancescoC-unity May 6, 2020
c4bbd9f
[Backport 7.x.x] Fixed some gcalloc in the debug window (#464)
JulienIgnace-Unity May 14, 2020
b2117a4
[Backport 7.x.x] Hdrp/small ui update (#466)
JulienIgnace-Unity May 14, 2020
3903550
[Backport 7.x.x] PBR Sky renderer now shares its internal precomputat…
JulienIgnace-Unity May 14, 2020
762012c
[Backport 7.x.x] New tooltip for camera background and fixed exposure…
JulienIgnace-Unity May 14, 2020
eec0506
[Backport 7.x.x] Fixed asset preview being rendered white because of …
JulienIgnace-Unity May 14, 2020
5e4d82e
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde May 14, 2020
03dbd4d
Changed UI name, tooltip, and doc for maximum decals on screen (#232)
JordanL8 Apr 23, 2020
aac437e
Update Custom-Post-Process.md (#233)
JordanL8 Apr 24, 2020
fb68069
Update HDRP-Features.md (#235)
JordanL8 Apr 24, 2020
3216fdb
Hdrp/reflection probe scale perf #252
fredericv-unity3d May 7, 2020
122f942
HD: Switch to 1920x1080 default standalone resolution (#279)
aras-p Apr 27, 2020
f77e94a
Makes sure quaternion is normalized and valid before converting to ma…
eturquin May 14, 2020
2905dd0
Fix cookie srgb #297
alelievr May 6, 2020
e0c3e74
Updated forward and deferred rendering definitions (#350)
JordanL8 May 4, 2020
3795b34
Update Light-Component.md (#357)
JordanL8 May 14, 2020
a3dae38
Hd/add layer modification on generated emissive mesh for area light #364
RSlysz May 11, 2020
139c8c0
Update Look-Dev-Environment-Library.md (#365)
JordanL8 May 14, 2020
5fefa89
Update Volumetric-Lighting.md (#402)
JordanL8 May 11, 2020
e0ec69e
Hd/fix nullref while removing decal component #416
RSlysz May 12, 2020
2cb76f9
Fix issue with Uber Post process shader when alpha is enabled #422
FrancescoC-unity May 12, 2020
e457eba
Fix the bug (#430)
skhiat May 13, 2020
4a5c68b
Fix issue causing not all baked reflection probes to be deleted #441
FrancescoC-unity May 14, 2020
9f59d1d
Updated Decal Projector doc (#477)
JordanL8 May 14, 2020
51a5ed3
Look Dev docs refactor 2 #484
JordanL8 May 14, 2020
6529107
[7.x.x Backport] Fix issue with corrupted values with Layer Lit when …
FrancescoC-unity May 14, 2020
e69b21e
Fix Motion Vectors written by transparent when rendering with MSAA #315
FrancescoC-unity May 6, 2020
6abeb5c
Fix issue with the resolve of motion vectors (#421)
FrancescoC-unity May 13, 2020
a740363
Merge branch '7.x.x/hd/staging' of https://github.com/Unity-Technolog…
sebastienlagarde May 14, 2020
6e5663e
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde May 14, 2020
54e5fce
fix issue with ShowPrePassAndPostPass
sebastienlagarde May 12, 2020
a5b8bac
fix compilation issue in rendergraph
sebastienlagarde May 15, 2020
2f5ea1c
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde May 15, 2020
7b84523
Fixed null reference exception in LookDev when setting the SRP to Non…
pmavridis May 15, 2020
fe2ad48
Check reflection probe null pointer before use. (case 1244047) #456
fredericv-unity3d May 15, 2020
acf8f95
Remove max atlas probe alloc size in HDRP asset (#458)
alelievr May 15, 2020
69b807c
Fix few multi-editing issues with Emission UI #473
FrancescoC-unity May 15, 2020
ffb2425
Re-enable cubemap thumbnail gen only for d3d11 #487
FrancescoC-unity May 15, 2020
daa66ea
Hd/fix undo environmentlibrary lookdev #490
RSlysz May 15, 2020
d31417e
Added system requirements and frame settings api docs (#510)
JordanL8 May 15, 2020
566a1f1
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde May 18, 2020
b5c6f7f
hide exposure compensation for fixed exposure (#535)
sebastienlagarde May 18, 2020
60ff03d
[9.x.x] Fix Microshadow not working properly with LightLayers enabled…
sebastienlagarde May 18, 2020
8d58f81
Use path relative to package for depth of field #523
FrancescoC-unity May 18, 2020
402a718
Fix taaFrameIndex and restore TAA tests for XR #534
fabien-unity May 18, 2020
f409041
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde May 18, 2020
4f52829
Fix an issue in reading the gbuffer for ray traced subsurface scatter…
anisunity May 18, 2020
6102466
fix DXR manifest
sebastienlagarde May 18, 2020
9174314
update reference screenshots
sebastienlagarde May 18, 2020
1ffe291
Clone in the Asset folder when the original volume profile is in a re…
fredericv-unity3d May 19, 2020
bb64452
Add support for batchmode (#542)
sebastienlagarde May 18, 2020
b7fcb06
Update Reflection-Probes-Intro.md (#548)
JordanL8 May 19, 2020
c4b90f1
Merge branch '7.x.x/release' into 7.x.x/hd/staging
sebastienlagarde May 22, 2020
eed5b28
Added note on decal emission on transparent surfaces (#567)
JordanL8 May 22, 2020
9494209
Added terrain lit doc (#573)
JordanL8 May 22, 2020
47c4162
Hd/fix wizard defaultvolumeprofile creation #565
RSlysz May 22, 2020
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -91,6 +91,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Tentative fix for missing include in depth of field shaders.
- Fix an issue in reading the gbuffer for ray traced subsurface scattering (case 1248358).
- Cloned volume profile from read only assets are created in the root of the project. (case 1154961)
- Fixed Wizard check on default volume profile to also check it is not the default one in package.

### Changed
- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history.
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Original file line number Diff line number Diff line change
Expand Up @@ -45,4 +45,5 @@ Using the Inspector allows you to change all of the Decal Projector properties,
## Limitations

- If you project a decal onto a transparent surface, HDRP ignores the decal's Texture tiling.
- When you project a decal onto a surface, the emissive component of the decal affects the surface regardless of whether you enable **Receive Decal** on the surface's Material or not.
- In **Project Settings > Graphics**, if **Instancing Variants** is set to **Strip All**, Unity strips the Decal Shader this component references when you build your Project. This happens even if you include the Shader in the **Always Included Shaders** list. If Unity strips the Shader during the build process, the decal does not appear in your built Application.
Original file line number Diff line number Diff line change
Expand Up @@ -40,7 +40,6 @@ Use Volumes to localize environmental Scene settings and post-processing effects
HDRP Shaders allow you to use the following features:

- [Opaque/transparent surfaces](Surface-Type.md).

- Different blend modes for transparent surfaces.
- Transparent surfaces that work with fog.
- Refraction and distortion for transparent surfaces.
Expand Down Expand Up @@ -116,7 +115,7 @@ The Decal Shader allows you to place decals on surfaces in your Scene. To apply

![](Images/HDRPFeatures-TerrainShader.png)

The Terrain Lit Shader is compatible with the built-in terrain system and supports up to eight layers in a single draw call. This Shader uses the same lighting model as the Lit Shader.
The Terrain Lit Shader is compatible with the built-in terrain system and supports up to eight layers in a single draw call. This Shader uses the same lighting model as the Lit Shader. For more information, including the full list of Shader properties, see the [Terrain Lit Shader documentation](Terrain-Lit-Shader.md).

<a name="Lighting"></a>

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Original file line number Diff line number Diff line change
Expand Up @@ -63,6 +63,7 @@
* [Layered Lit Shader](Layered-Lit-Shader)
* [Lit Tessellation Shader](Lit-Tessellation-Shader)
* [Lit Shader](Lit-Shader)
* [Terrain Lit Shader](Terrain-Lit-Shader.md)
* [Unlit Shader](Unlit-Shader)
* Shader Graph Master Nodes
* [Customizing Materials Using Master Nodes](Customizing-HDRP-materials-with-Shader-Graph)
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Original file line number Diff line number Diff line change
@@ -0,0 +1,46 @@
# **Terrain Lit Shader**

The High Definition Render Pipeline (HDRP) uses the Terrain Lit Shader for Unity Terrain. This Shader is a simpler version of the [Lit Shader](Lit-Shader.md). A Terrain can use a Terrain Lit Material with up to eight [Terrain Layers](https://docs.unity3d.com/Manual/class-TerrainLayer.html).

![](Images/HDRPFeatures-TerrainShader.png)

## Creating a Terrain Lit Material

To create a new Terrain Lit Shader Material:

1. Go to your Project window and right-click in the **Assets** folder
2. Select **Create > Material**. This adds a new Material to your Unity Project’s Asset folder.
3. Click on the Material to view it in the Inspector.
4. Click on the **Shader** drop-down and select **HDRP > TerrainLit**.

## Using a Terrain Lit Material

To use a Terrain Lit Material, you must assign it to a Terrain:

1. View the Terrain in the Inspector and click on the cog button to go to the **Terrain Settings** section.
2. Either drag and drop or use the radio button to assign your Terrain Lit Material to the **Material** property.

![](Images/TerrainLitShader1.png)

## Material properties

### Surface Options

| **Property** | **Description** |
| ------------------ | ------------------------------------------------------------ |
| **Receive Decals** | Enable this checkbox to allow HDRP to draw decals on this Material’s surface. |

### Terrain

| **Property** | **Description** |
| ----------------------------- | ------------------------------------------------------------ |
| **Enable Height-based Blend** | Specifies whether HDRP should only render the Terrain Layer with the greatest height value for a particular pixel. When enabled, HDRP takes the height values from the blue channel of the **Mask Map** Texture. When disabled, HDRP blends the Terrain Layers based on the weights painted in the control map Textures. |
| **- Height Transition** | Controls how much HDRP blends the terrain if multiple Terrain Layers are approximately the same height. |
| **Enable Per-pixel Normal** | Specifies whether HDRP should sample the normal map Texture on a per-pixel level. When enabled, Unity preserves more geometry details for distant terrain parts. Unity generates a geometry normal map at runtime from the heightmap, rather than the Mesh geometry. This means you can have high-resolution Mesh normals, even if your Mesh is low resolution. It only works if you enable **Draw Instanced** on the terrain. |
| **Specular Occlusion Mode** | Sets the mode that HDRP uses to calculate specular occlusion. <br/>&#8226; **Off**: Disables specular occlusion.<br/>&#8226; **From Ambient Occlusion**: Calculates specular occlusion from the ambient occlusion map and the Camera's view direction. |

### Advanced Options

| **Property** | **Description** |
| ------------------------- | ------------------------------------------------------------ |
| **Enable GPU Instancing** | Enable this checkbox to tell HDRP to render meshes with the same geometry and Material/Shader in one batch when possible. This makes rendering faster. HDRP can not render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. |
Original file line number Diff line number Diff line change
Expand Up @@ -460,7 +460,9 @@ bool IsDefaultVolumeProfileAssigned()
return false;

var hdAsset = HDRenderPipeline.currentAsset;
return hdAsset.defaultVolumeProfile != null && !hdAsset.defaultVolumeProfile.Equals(null);
return hdAsset.defaultVolumeProfile != null
&& !hdAsset.defaultVolumeProfile.Equals(null)
&& hdAsset.defaultVolumeProfile != hdAsset.renderPipelineEditorResources.defaultSettingsVolumeProfile;
}
void FixDefaultVolumeProfileAssigned(bool fromAsyncUnused)
{
Expand All @@ -471,7 +473,19 @@ void FixDefaultVolumeProfileAssigned(bool fromAsyncUnused)
if (hdrpAsset == null)
return;

EditorDefaultSettings.GetOrAssignDefaultVolumeProfile(hdrpAsset);
VolumeProfile defaultSettingsVolumeProfileInPackage = hdrpAsset.renderPipelineEditorResources.defaultSettingsVolumeProfile;
string defaultSettingsVolumeProfilePath = "Assets/" + HDProjectSettings.projectSettingsFolderPath + '/' + defaultSettingsVolumeProfileInPackage.name + ".asset";

//try load one if one already exist
VolumeProfile defaultSettingsVolumeProfile = AssetDatabase.LoadAssetAtPath<VolumeProfile>(defaultSettingsVolumeProfilePath);
if (defaultSettingsVolumeProfile == null || defaultSettingsVolumeProfile.Equals(null))
{
//else create it
AssetDatabase.CopyAsset(AssetDatabase.GetAssetPath(defaultSettingsVolumeProfileInPackage), defaultSettingsVolumeProfilePath);
defaultSettingsVolumeProfile = AssetDatabase.LoadAssetAtPath<VolumeProfile>(defaultSettingsVolumeProfilePath);
}
hdrpAsset.defaultVolumeProfile = defaultSettingsVolumeProfile;

EditorUtility.SetDirty(hdrpAsset);
}

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Original file line number Diff line number Diff line change
Expand Up @@ -108,7 +108,7 @@ public ConfigStyle(string label, string error, string button = resolve, MessageT
error: "Default scene prefab must be set to create HD templated scene!");
public static readonly ConfigStyle hdrpVolumeProfile = new ConfigStyle(
label: "Default volume profile",
error: "Default volume profile must be assigned in the HDRP asset!");
error: "Default volume profile must be assigned in the HDRP asset! Also, for it to be editable, it should be outside of package.");

public static readonly ConfigStyle vrLegacyVRSystem = new ConfigStyle(
label: "Legacy VR System",
Expand Down