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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -68,6 +68,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue where changes to APV baking set lists were not saved.
- Fixed Correlated Color Temperature not being applied in Player builds for Enlighten realtime GI lights (case 1370438);
- Fixed artifacts on gpu light culling when the frustum near and far are very spread out (case 1386436)
- Fixed missing unit in ray tracing related tooltips and docs (case 1397491).

## [14.0.0] - 2021-11-17

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Expand Up @@ -61,7 +61,7 @@ HDRP uses the [Volume](Volumes.md) framework to calculate SSGI, so to enable and
| **LayerMask** | Defines the layers that HDRP processes this ray-traced effect for. |
| **Mode** | Defines if HDRP should evaluate the effect in **Performance** or **Quality** mode.<br/>This property only appears if you select set **Supported Ray Tracing Mode** in your HDRP Asset to **Both**. |
| **Quality** | Specifies the preset HDRP uses to populate the values of the following nested properties. The options are:<br/>&#8226; **Low**: A preset that emphasizes performance over quality.<br/>&#8226; **Medium**: A preset that balances performance and quality.<br/>&#8226; **High**: A preset that emphasizes quality over performance.<br/>&#8226; **Custom**: Allows you to override each property individually.<br/>This property only appears if you set **Mode** to **Performance**. |
| **Max Ray Length** | Controls the maximal length of rays. The higher this value is, the more resource-intensive ray traced global illumination is. |
| **Max Ray Length** | Controls the maximal length of rays in meters. The higher this value is, the more resource-intensive ray traced global illumination is. |
| **Clamp Value** | Set a value to control the threshold that HDRP uses to clamp the pre-exposed value. This reduces the range of values and makes the global illumination more stable to denoise, but reduces quality. |
| **Full Resolution** | Enable this feature to increase the ray budget to one ray per pixel, per frame. Disable this feature to decrease the ray budget to one ray per four pixels, per frame.<br/>This property only appears if you set **Mode** to **Performance**. |
| **Sample Count** | Controls the number of rays per pixel per frame. Increasing this value increases execution time linearly.<br/>This property only appears if you set **Mode** to **Quality**. |
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Expand Up @@ -93,7 +93,7 @@ This example image uses **Speed From Reflected Surface** to accumulate the sampl
| **Quality** | Specifies the preset HDRP uses to populate the values of the following nested properties. The options are:<br/>&#8226; **Low**: A preset that emphasizes performance over quality.<br/>&#8226; **Medium**: A preset that balances performance and quality.<br/>&#8226; **High**: A preset that emphasizes quality over performance.<br/>&#8226; **Custom**: Allows you to override each property individually.<br/>This property only appears if you set **Mode** to **Performance**. |
| **Minimum Smoothness** | See **Minimum Smoothness** in [Screen-space](#screen-space). |
| **Smoothness Fade Start** | See **Smoothness Fade Start** in [Screen-space](#screen-space). |
| **Max Ray Length** | Controls the maximum length of reflection rays. The higher this value is, the more resource-intensive ray-traced reflection is if a ray doesn't find an intersection. |
| **Max Ray Length** | Controls the maximum length of reflection rays in meters. The higher this value is, the more resource-intensive ray-traced reflection is if a ray doesn't find an intersection. |
| **Clamp Value** | Controls the threshold that HDRP uses to clamp the pre-exposed value. This reduces the range of values and makes the reflections more stable to denoise, but reduces quality. |
| **Full Resolution** | Enable this feature to increase the ray budget to one ray per pixel, per frame. Disable this feature to decrease the ray budget to one ray per four pixels, per frame.<br/>This property only appears if you set **Mode** to **Performance**. |
| **Sample Count** | Controls the number of rays per pixel per frame. Increasing this value increases execution time linearly.<br/>This property only appears if you set **Mode** to **Quality**. |
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Expand Up @@ -18,4 +18,4 @@ For ray tracing, HDRP builds an axis-aligned grid which, in each cell, stores th

| **Property** | **Description** |
| ------------------------ | ------------------------------------------------------------ |
| **Camera Cluster Range** | The range of the cluster grid. The cluster grid itself has its center on the Camera's position and extends in all directions because an intersection may occur outside of the Camera frustum. |
| **Camera Cluster Range** | The range of the cluster grid in meters. The cluster grid itself has its center on the Camera's position and extends in all directions because an intersection may occur outside of the Camera frustum. |
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Expand Up @@ -39,7 +39,7 @@ Since recursive rendering uses an independent render pass, HDRP cannot render an
| -------------- | ------------------------------------------------------------ |
| **LayerMask** | Defines the layers that HDRP processes this ray-traced effect for. |
| **Max Depth** | Controls the maximum number of times a ray can reflect or refract before it stops and returns the final color. Increasing this value increases execution time exponentially. |
| **Max Ray Length** | Controls the length of the rays that HDRP uses for ray tracing after the initial intersection. For the primary ray, HDRP uses the camera's near and far planes.|
| **Max Ray Length** | Controls the length of the rays in meters that HDRP uses for ray tracing after the initial intersection. For the primary ray, HDRP uses the camera's near and far planes.|
| **Min Smoothness** | Defines the threshold at which reflection rays are not cast if the smoothness value of the target surface is inferior to the one defined by the parameter. |
| **Ray Miss** | Determines what HDRP does when recursive rendering doesn't find an intersection. Choose from one of the following options: <br/>&#8226;**Reflection probes**: HDRP uses reflection probes in your scene to calculate the last recursive rendering bounce.<br/>&#8226;**Sky**: HDRP uses the sky defined by the current [Volume](Volumes.md) settings to calculate the last recursive rendering bounce.<br/>&#8226;**Both** : HDRP uses both reflection probes and the sky defined by the current [Volume](Volumes.md) settings to calculate the last recursive rendering bounce.<br/>&#8226;**Nothing**: HDRP does not calculate indirect lighting when recursive rendering doesn't find an intersection.<br/><br/>This property is set to **Both** by default. |
| **Last Bounce** | Determines what HDRP does when recursive rendering lights the last bounce. Choose from one of the following options: <br/>&#8226;**Reflection probes**: HDRP uses reflection probes in your scene to calculate the last bounce.<br/>&#8226;**Sky**: HDRP uses the sky defined by the current [Volume](Volumes.md) settings to calculate the last recursive rendering bounce.<br/>&#8226;**Both**: HDRP uses both reflection probes and the sky defined by the current [Volume](Volumes.md) settings to calculate the last recursive rendering bounce.<br/>&#8226;**Nothing**: HDRP does not calculate indirect lighting when it evaluates the last bounce.<br/><br/>This property is set to **Both** by default. |
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Expand Up @@ -126,7 +126,7 @@ public override void OnEnable()
static public readonly GUIContent k_SpeedTargetOnlyText = EditorGUIUtility.TrTextContent("Speed From Reflected Surface", "When enabled, the reflected surface movement is considered as a valid rejection condition. At least one of the two conditions must be checked.");
static public readonly GUIContent k_DepthBufferThicknessText = EditorGUIUtility.TrTextContent("Object Thickness", "Controls the typical thickness of objects the reflection rays may pass behind.");
static public readonly GUIContent k_RayMaxIterationsText = EditorGUIUtility.TrTextContent("Max Ray Steps", "Sets the maximum number of steps HDRP uses for ray marching. Affects both correctness and performance.");
static public readonly GUIContent k_RayLengthText = EditorGUIUtility.TrTextContent("Max Ray Length", "Controls the maximal length of reflection rays. The higher this value is, the more expensive ray traced reflections are.");
static public readonly GUIContent k_RayLengthText = EditorGUIUtility.TrTextContent("Max Ray Length", "Controls the maximal length of reflection rays in meters. The higher this value is, the more expensive ray traced reflections are.");
static public readonly GUIContent k_ClampValueText = EditorGUIUtility.TrTextContent("Clamp Value", "Clamps the exposed intensity.");
static public readonly GUIContent k_SampleCountText = EditorGUIUtility.TrTextContent("Sample Count", "Number of samples for reflections.");
static public readonly GUIContent k_BounceCountText = EditorGUIUtility.TrTextContent("Bounce Count", "Number of bounces for reflection rays.");
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Expand Up @@ -99,7 +99,7 @@ public override void OnEnable()
base.OnEnable();
}

static public readonly GUIContent k_RayLengthText = EditorGUIUtility.TrTextContent("Max Ray Length", "Controls the maximal length of global illumination rays. The higher this value is, the more expensive ray traced global illumination is.");
static public readonly GUIContent k_RayLengthText = EditorGUIUtility.TrTextContent("Max Ray Length", "Controls the maximal length of global illumination rays in meters. The higher this value is, the more expensive ray traced global illumination is.");
static public readonly GUIContent k_FullResolutionSSText = EditorGUIUtility.TrTextContent("Full Resolution", "Controls if the screen space global illumination should be evaluated at half resolution.");
static public readonly GUIContent k_DepthBufferThicknessText = EditorGUIUtility.TrTextContent("Depth Tolerance", "Controls the tolerance when comparing the depth of two pixels.");
static public readonly GUIContent k_RayMissFallbackHierarchyText = EditorGUIUtility.TrTextContent("Ray Miss", "Controls the fallback hierarchy for indirect diffuse in case the ray misses.");
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Expand Up @@ -30,7 +30,7 @@ public override void OnEnable()
m_LastBounce = Unpack(o.Find(x => x.lastBounce));
}

static public readonly GUIContent k_RayLengthText = EditorGUIUtility.TrTextContent("Max Ray Length", "This defines the maximal travel distance of rays.");
static public readonly GUIContent k_RayLengthText = EditorGUIUtility.TrTextContent("Max Ray Length", "This defines the maximal travel distance of rays in meters.");

public override void OnInspectorGUI()
{
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Expand Up @@ -167,7 +167,7 @@ public bool secondDenoiserPassSS
public ClampedIntParameter textureLodBias = new ClampedIntParameter(7, 0, 7);

/// <summary>
/// Controls the length of GI rays.
/// Controls the length of GI rays in meters.
/// </summary>
public float rayLength
{
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Expand Up @@ -212,7 +212,7 @@ public int rayMaxIterations
public ClampedIntParameter textureLodBias = new ClampedIntParameter(1, 0, 7);

/// <summary>
/// Controls the length of reflection rays.
/// Controls the length of reflection rays in meters.
/// </summary>
public float rayLength
{
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Expand Up @@ -10,9 +10,9 @@ namespace UnityEngine.Rendering.HighDefinition
public sealed class LightCluster : VolumeComponent
{
/// <summary>
/// Controls the range of the cluster around the camera.
/// Controls the range of the cluster around the camera in meters.
/// </summary>
[Tooltip("Controls the range of the cluster around the camera.")]
[Tooltip("Controls the range of the cluster around the camera in meters.")]
public MinFloatParameter cameraClusterRange = new MinFloatParameter(10.0f, 0.001f);
/// <summary>
/// Default constructor for the light cluster volume component.
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Expand Up @@ -29,7 +29,7 @@ public sealed class RecursiveRendering : VolumeComponent
public ClampedIntParameter maxDepth = new ClampedIntParameter(4, 1, 10);

/// <summary>
/// This defines the maximal travel distance of rays.
/// This defines the maximal travel distance of rays in meters.
/// </summary>
public MinFloatParameter rayLength = new MinFloatParameter(10.0f, 0.0f);

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