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[2022.1] Fix for specular materials in URP (Case 1326941) #6064
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# Conflicts: # com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl
…34) and updating three reference images
# Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md
# Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md
# Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md
* [XR][URP] Fix issue with vignette location in XR Vignette center needs to respect the real view center since in XR, with asymmetric FOV, the center of the render taget is not always the center of the view. We deduce the real center via the projection matrix data and use that to offset the vignette's center. * Updated changelog * Extracted comon XRView code into ComputeEyeCenterUV & Allow more than 2 XR views * Fix vignette movement direction for XR when whe change the vignette "center" parameter * Returning to 2 views only for XR vignette. This will keep the shader as simple as possible, if we need to support more views in the future, we can restore this code * Use "Vector4.zero" instead of "new Vector4(0.0f, 0.0f, 0.0f, 0.0f)" * Only set v3 if we are using single pass That variable is only needed if single-pass instancing/multiview is active, so we can simplify the code to only do the asymetric FOV correction when we are in multi-pass mode. * More improvements - Renamed _Vignette_Params3 to _Vignette_ParamsXR - Moved all single-pass XR values in _Vignette_ParamsXR - Extracted code to correct eye center to XRPass class * Adding a comment to describe what ApplyXRViewCenterOffset does * Quick fix a comment that is not right anymore after moving the code
* Fix game window gizmos when camera stack is used * Remove Assert check for the last camera in stack * Add lastCameraInStack check
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. URP Shader Graph VFX 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. |
# Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md
PR Still has failures on DX11. |
…lopment Build label.
# Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs
# Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md
The three CI failures are known and not caused by this PR. |
Purpose of this PR
Second attempt at landing this PR. First attempt was #4798
This PR fixes case 1326941, where brdfDiffuse was incorrectly calculated for Specular materials.
New test scenes (Forward + Deferred) were created to prevent this from happening again.
Before
After
Yamato
https://yamato.cds.internal.unity3d.com/jobs/902-Graphics/tree/universal%252Fspecular-bugfix-1326941