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Add Overlay Render Queue to Custom Pass #6520
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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>
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Waiting for Jans review
wDohwFwYKI.mp4Verified with Overlay TMP shaders and a custom unlit shader. The solution is not so obvious for common user who just wants an overlay TMP shader, so covering this somewhere in docs would be a good idea i think :) |
Backport: #6520 Address case https://fogbugz.unity3d.com/f/cases/1379399/ The original request of this bug report was to add support for the Overlay render queue to HDRP. Since overlay is an invalid render queue range for HDRP's internal draw calls, I instead explored the route of ensuring that the custom pass volume is capable over drawing renderers in this queue. I found that the Draw Renderers Custom Pass did not include the Overlay range, so I added it.
Backport: #6520 Address case https://fogbugz.unity3d.com/f/cases/1379399/ The original request of this bug report was to add support for the Overlay render queue to HDRP. Since overlay is an invalid render queue range for HDRP's internal draw calls, I instead explored the route of ensuring that the custom pass volume is capable over drawing renderers in this queue. I found that the Draw Renderers Custom Pass did not include the Overlay range, so I added it.
Purpose of this PR
Address case https://fogbugz.unity3d.com/f/cases/1379399/
The original request of this bug report was to add support for the Overlay render queue to HDRP.
Since overlay is an invalid render queue range for HDRP's internal draw calls, I instead explored the route of ensuring that the custom pass volume is capable over drawing renderers in this queue. I found that the Draw Renderers Custom Pass did not include the Overlay range, so I added it.
We should now support shaders that decide to use the Overlay queue, like TextMeshPro, by utilizing a draw renderers custom pass.
Testing status
I manually used the draw renderers custom pass with overlay queue shaders to verify that they are now correctly drawn.
Comments to reviewers
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