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Disable raytraced shadows when in full shadowmask #6506
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Disable raytraced shadows when in full shadowmask #6506
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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>
… into hd/bugfix # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md
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! |
Please describe whats tested, or what we could look into |
Done :-) |
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lgtm
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There's something funky happening with the UI;
Before, you can't enable the ray traced shadow without screen space shadow,
https://user-images.githubusercontent.com/57442369/145860337-5bbbfa72-f150-45eb-8917-71ba17d469c8.mp4
After, you can (even though it has no effect because raytraced shadow is disabled because of shadowmask)
4f5bcaeb80e3f6950ce3f1106cc45bfb.mp4
Also, after baking with the fix, you can't have raytraced shadow anymore (which is the point), but when going back to real time and clearing the shadowmaps, you can't have raytraced shadows anymore for some reasons :|
902b1efcecf6b62fe68e932af7d49acc.mp4
The UX one is easy to fix and already did, the other is turning out to be much more complex and this is mostly due to the fact that changes of "baking mode" don't trigger a change in the UI and the UI for them is controlled C++ side. With the new burst lightloop, there is no update of properties unless a change in UI happens, so we are a bit in a weird spot. Trying to find solutions. |
@remi-chapelain should be good now? |
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All good now ! ✔️
Tested multiple types of lights combined. When in mixed and shadow mask rt is grey out and even if it was checked, it's not visible now.
After removing shadowmask or mixed lighting on the light, we get the raytraced shadow back ✔️
test are failing: error: UnhandledLogMessageException: Unhandled log message: '[Error] C:\build\output\Unity-Technologies\Graphics\com.unity.render-pipelines.high-definition\Runtime\Lighting\Light\HDAdditionalLightData.cs(3632,29): error CS1061: 'Light' does not contain a definition for 'lightmapBakeType' and no accessible extension method 'lightmapBakeType' accepting a first argument of type 'Light' could be found (are you missing a using directive or an assembly reference?)'. Use UnityEngine.TestTools.LogAssert.Expect |
Fix for https://fogbugz.unity3d.com/f/cases/1382831/
The solution we went for is just disable raytraced shadows when fully shadowmask. This because the other way round requires bigger changes that we can look into if it becomes a problem later on.
Now raytraced shadows are off when full shadow mask is used, to match this I also added a disable in the UX.
Updated a bit the docs.
What was tested: scene similar to repro description. Static object shadowmask and raytraced enabled. Before double shadows, now no double shadows