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[Draft] Sg/color property to match inline #90
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…ableRenderPipeline into sg/color-property-to-match-inline
…ableRenderPipeline into sg/color-property-to-match-inline
…ableRenderPipeline into sg/color-property-to-match-inline
…ableRenderPipeline into sg/color-property-to-match-inline
…ableRenderPipeline into sg/color-property-to-match-inline
…ableRenderPipeline into sg/color-property-to-match-inline
…ableRenderPipeline into sg/color-property-to-match-inline
…ableRenderPipeline into sg/color-property-to-match-inline
…ableRenderPipeline into sg/color-property-to-match-inline
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Converted to draft as it needs more review for upgrading |
closing in favor of #1413 |
…ng light. If we do not early out unity throws the error: No valid shadow casters (#90)
…ng light. If we do not early out unity throws the error: No valid shadow casters (#90)
…ng light. If we do not early out unity throws the error: No valid shadow casters (#90)
* Native collection leak fix * IsFromVisibleList improvement Add null guards to HDProcessedVisibleLightsBuilder light count accessor functions. m_ProcessVisibleLightCounts is not allocated until BuildVisibleLightEntities(), but the counts can be queried outside of the lightloop, before build - in particular inside of HDAdditionalLightData::WillRenderShadowMap() (#77) Fixed rejecting of hidden lights in the light list. (#78) dont skip if shadow update mode is on demand (#81) Process both Visible and Dynamic GI lights at the same time (#82) * Process both Visible and Dynamic GI lights at the same time * Removed (unused) directional DGI lights * Removed (unused) LightVolumeType array Consider all offscreen lights when building DGI light data (#86) * Consider all offscreen lights when building DGI light data * Prefilter offscreen lights to only process DGI-enabled ones * Requested changes from PR comments * Improved duplicate DGI light detection * Removed some GC allocations * Keep a list of DGI-enabled lights so we don't have to check every frame * Bugfix: allDGIEnabledLights isn't a superset of cullResults.visibleLights anymore * Keep the list of DGI lights from HDAdditionalLightData sorted so it's even cheaper to find duplicates Handle case when no valid shadow casters overlap a given shadow casting light. If we do not early out unity throws the error: No valid shadow casters (#90) No valid shadow casters error fix (#91) * Fix GetShadowCasterBounds check
Summary:
Fix for https://fogbugz.unity3d.com/f/cases/1184248/
Presumably Zack's last fix for the bugs listed inside the January Quality Drive document
Was caused by the fact that ColorNodes had a 'IsGammaSpace() ?' check and the Color Properties did not.
The bug thinks that the Inline node was incorrect. That is incorrect; Inline had it right: they were using a very intense color node (may want to explain that to them when we close the bug).
Was approved by docs, QA, and dev in SRP repo.
Update:
Since Color.hlsl (in render-pipelines.core) already does SRGBToLinear(real4 c) -> return real4(SRGBToLinear(c.rgb), c.a), made the CodeNode version have parity, making things simpler and more readable in the generated code (no difference in the generated shader assembly is confirmed).
To Optimize, or to Not Optimize..?:
Feels like we should change both this and the Color node to use https://docs.unity3d.com/ScriptReference/QualitySettings-activeColorSpace.html
If we find a way to cause the Shaders to rebuild if the setting is changed.
Discussion: https://unity.slack.com/archives/G7HQCPV71/p1579226248050000
My current thought is that we should do that for 2020, but backport this change to 19.3
Manually Tested:
Technical Risk: 0/4: Simple single line change that other nodes are already using
Halo Effect: 2/4: This does affect color properties everywhere...
Notes to QA:
I was going to make a build of this, I didn't get around to it tonight (whether or not that's important, I have no reason to think so... but who knows)