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Merged
merged 186 commits into from
Dec 14, 2021
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@johnpars johnpars commented Dec 7, 2021

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.

image

We should now support shaders that decide to use the Overlay queue, like TextMeshPro, by utilizing a draw renderers custom pass.

image


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

~

pmavridis and others added 30 commits May 26, 2021 19:23
* 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>
@johnpars johnpars requested review from sebastienlagarde and a team December 7, 2021 16:51
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Waiting for Jans review

@JMargevics JMargevics self-requested a review December 8, 2021 08:35
@iM0ve iM0ve requested review from iM0ve and removed request for iM0ve December 8, 2021 11:22
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wDohwFwYKI.mp4

Verified 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 :)

@sebastienlagarde sebastienlagarde changed the base branch from hd/bugfix to master December 13, 2021 15:14
@sebastienlagarde sebastienlagarde marked this pull request as ready for review December 13, 2021 15:15
@sebastienlagarde sebastienlagarde merged commit 31deab3 into master Dec 14, 2021
@sebastienlagarde sebastienlagarde deleted the HDRP/case-1379399-2 branch December 14, 2021 18:54
unity-emilk pushed a commit that referenced this pull request Apr 29, 2022
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.
unity-emilk pushed a commit that referenced this pull request Apr 29, 2022
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.
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