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[Fogbugz # 1377986] Fixing DLSS exception when motion vectors are disabled #6292
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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. |
It appears that you made a non-draft PR! |
* Using texture types instead of RenderTexture types for DLSSPass * Changelog * Formatting
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Is there any side effect of this that you think might require testing ? |
I think you got the wrong fogbugz link. Looking at the code, makes me think that now DLSS won't make the whole render fail but will just not be used silently ? Also, it may be common knowledge but there's no mention of motion vectors in the documentation either |
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Blocking since I'm awaiting answers from previous comment !
@remi-chapelain sorry, yes indeed wrong buglink. Updated! This fix should definitely fix this bug though. Let me know what you find out. Id say we just test having motion vectors off. DLSS can still be used as an anti aliasing effect without motion vectors. |
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Indeed. I agree on this ✔️
* Using texture types instead of RenderTexture types for DLSSPass * Changelog * Formatting Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* - Fixed edges and ghosting appearing on shadow matte due to the shadow being black outside the range of the light (case 1371441). #6279 * Fixed interpolation issue with wind orientation (case 1379841). #6284 * Fixed range fields for depth of field #6285 * [Core] Fix XR support in CoreUtils.Drawfullscreen #6287 * ** Fixing DLSS failing when MV are disabled ** (#6292) * Using texture types instead of RenderTexture types for DLSSPass * Changelog * Formatting Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [Fix] Lens Flare visible when being behind a camera with Panini Projection on (case 1370214) (#6293) * Fix panini for LensFlare * Add changelog * Update CHANGELOG.md * Fixed the ray tracing acceleration structure build marker not being included in the ray tracing stats (case 1379383). #6277 * [HDRP] Remove alpha from local volumetric fog color field #6310 * [HDRP] Changed default numbder of physically based sky bounce from 8 to 3 #6304 * [HDRP] Improve decal performances when they use different material and the same draw order. #6303 * [HDRP] Update reference screenshots #6404 * Fixed Nans happening due to volumetric clouds when the pixel color is perfectly black (case 1379185). #6311 * Fixed missing information in the tooltip of affects smooth surfaces of the ray traced reflections denoiser (case 1376918). #6321 * Physically Based Sky documentation now mentions the warmup cost explicitly (#6323) * Physically Based Sky documentation now mentions the warmup cost explicitly. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Reviewed PR #6031 (#6340) * Reviewed PR #6031 Also generally improved this doc, fixed typos and added screenshots. * Apply formatting changes Co-authored-by: noreply@unity3d.com <noreply@unity3d.com> * Fix preview scene objects marked dirty by migration #6361 * [HDRP][Path Tracing] Fixed PS5 build compilation warnings #6362 * Fix compil issue * Apply formatting changes * Update VisualEnvironment.cs * Fix HDRP warning (#6396) * [HDRP][Metal] * Update reference screenshots sky Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Vic Cooper <63712500+Vic-Cooper@users.noreply.github.com> Co-authored-by: noreply@unity3d.com <noreply@unity3d.com> Co-authored-by: Arttu Peltonen <77337829+arttu-peltonen@users.noreply.github.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Purpose of this PR
DLSSPass fails because it casts incoming textures as RenderTexture. This will cause exception when for example we cast a dummy black texture (the missing velocity texture). Thus, just changing the accepting texture type to Texture will be a robust fix for this issue.
https://fogbugz.unity3d.com/f/cases/1380282
Testing status
Tested repro case in fogbugz