-
Notifications
You must be signed in to change notification settings - Fork 840
Ray traced reflection presets and fixes #912
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
Also moving unnecessary functions to private (docs related) |
|
||
bool UsesRayTracing() | ||
{ | ||
return (rayTracing.overrideState && rayTracing.value); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I need to test the asset too.
This bug is to be checked if it is reproduceable on the PR : https://fogbugz.unity3d.com/f/cases/1217537/ |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Don't forget to link which bug in PR and what you tested :)
I tested this on the fogbugz test scene and in small office raytracing
A few concerns for this one :
-
Clamp value in low and medium affects too much exposure. I'd be willing to increase a bit their value if that does not affect much the performance. It's more visible on scene with more exposure.
-
On all preset, the smoothness fade start is the same as the min smoothness. On surface with a smoothness texture that varies, it can create weird artifacts and create a very rough transition at the threshold that can look like a "bug". I think increasing the value of the smoothness fade by default could be a way to make that better.
-
Does RayLength affects a lot performance ? If no, since it's always at max in the presets (50), then what would be the case when you need to decrease it ? Is it really needed ?
-
Also, as discussed with @anisunity , it won't be done in this PR but this could be greatly improved in terms of UX if we could apply what has been discussed in this PR / Slack message about quality settings being reflected and editable in the respective fields.
- Added presets for ray traced reflections.
Adjust the upscale radius based on the roughness value
65d600e
to
bca7edb
Compare
Updates the preset values to match @remi-chapelain 's comments |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
concerns have been adressed. Approving 👍
Need to check if the DXR tests are still passing @sebastienlagarde |
* Adding purge of unused resources in render graph. (#872) * First round of auto-exposure docs updates (#858) * start of volume docs (need switching branch) * moar docs * Reviewed exposure override * Reviewed render pipeline debug window doc and changed some formatting * Changed html links to md * Update HDRP-Camera.md * Removed rogue space * Small changes to the exposure page Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix depth offset and transparent motion vector for unlit transparent (#896) * Fix depth offset and transparent motion vector for unlit transparent * cleanup and fix the shadow pre/post alpha clip * Fixed an exception occuring when a camera doesn't have an HDAdditionalCameraData (1254383). (#846) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fix Generates Include command issue with Physically Based Sky (#908) * Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool * Update ShaderVariablesPhysicallyBasedSky.cs.hlsl * Fix ray tracing with XR single-pass (#891) * removed warnings related to ray binning in XR * fix RenderRayTracedReflections with XR * add errors if Path Tracing is used with XR single-pass * add missing shader macros * add entry to changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Hdrp/clean shader stacks fields (#906) * Cleanup the HD fields * Fix distortion appearing two times in the UI * Pbr sky fixes metal (#911) * Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool * Update ShaderVariablesPhysicallyBasedSky.cs.hlsl * Fix constant buffer layout for physically based sky - Update Vector3 to Vector4 to reflect actual padding/layout for non-DX platforms (both are 16 bytes in the shader space, but 12 bytes in C#) - Updates to shader code to reference only the float3 data being set up * Update references screenshots Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Cleaun shader config for shadow (#917) * Move HDShadowFilteringQuality to main package as it is not used anymore * Update Upgrading-from-2020.1-to-2020.2.md * Add comment for _IncludeIndirectLighting for emissive mesh and clean ShaderPas template code * Fix shader warning * Fix shader config in DXR projects * Fix warnings (#920) * Enable render graph test (#873) * re revert the PR * Fixed planar probes with render graph. * Fixed an issue with msaa resolve pass when movecs aren't enabled. Co-authored-by: Julien Ignace <julien@unity3d.com> * Add light layer on indirect lighting controller (#777) * Add support for reflection controller. * Fix compilation * Fixed compilation issue and naming * Fixed compilation issue and naming * Update IndirectLightingControllerEditor.cs * Update CHANGELOG.md * Update Override-Indirect-Lighting-Controller.md * Update Override-Indirect-Lighting-Controller.md * Update Override-Indirect-Lighting-Controller.md * Update. Indirect controller also affect planar Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * Update IndirectLightingController.cs * Compute shader stripping (#919) * Compute shader stripping * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Enable DXR automated tests for XR (#915) * disable unsupported dxr tests in xr * enable dxr tests in xr on Yamato * add HDRP_DXR playmode_XR to ABV * Change guards around ESRAM code (#922) * Change unity version guards for ESRAM * move commas * Bump min version (#923) * Add a comment about packing float3/float4 * Added Opaque Cull Mode option for materials and ShaderGraph (#918) * Added the CullMode property for opaque objects * Updated changelog * Updated Opaque 8101 test * Fix SG preview and settings indent level * Add culmode opaque unlit Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Add test scene for SG vertex normal & tangent (#905) * Add test scene for vertex normal and vertex tangent * Add references images for other API * Updated the 2020.1 upgrade guide for custom pass volumes (#924) * HDRP Upgrade documentation for terrain new upgrade path (#901) * Upgrading documentation update * Typo * Added link to Terrain class * Fix warning in HDAdditionalLightData OnValidate (#885) * fix warning in HDAdditionalLightData OnValidate * Changelog * Avoid calling update Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [10.x.x@ Update screenshots of test 8101 Opaque for HDRP test for Linux and Win Vulkank * Add the list of HDRP forbidden keywords in SG blackboard (#926) * Add the list of forbidden keywords to use in SG blackboard in the doc * Update Customizing-HDRP-materials-with-Shader-Graph.md * Update Customizing-HDRP-materials-with-Shader-Graph.md * Add [MainColor] and [MainTexture] on property (#939) * Scene exposure override (#889) * Scene Exposure Override * Changelog * better changelog * fix Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Exposure curve remapping can specify curves for min/max limits (#882) * Port code * changelog * Revert HDRP asset Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * IES Code path refactoring to support multiple SRP (#929) * Refactor * Refacto to support multiple SRPs * Missing doc + Re-enable PreviewGUI in the Inspector * Add Icons for IES Profiles * Rename Compositor to Graphics Compositor (#950) * Rename (HDRP) Compositor to Graphics Compositor * Missed a few occurancies * Ray traced reflection presets and fixes (#912) * - Fixed a bug related to denoising ray traced reflections. - Added presets for ray traced reflections. * Testing the asset of the ray tracing usage parameters in ssr * Mistake in history rejection for RTR * Only use one texture for ray traced reflection upscaling Adjust the upscale radius based on the roughness value * Adjusted the preset values * Updating the screenshots after changing the upscale radius metric. Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed a warning in the ray tracing ambient occlusion compute shader. (#953) * - Fixed a warning in the ray tracing ambient occlusion compute shader. * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * - Changed the way the filter size is decided for directional, point and spot shadows (#951) Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Various code cleanup in HDRP indirect diffuse lighting + Start remove macro RAYTRACING (#937) * Change code to have a indirectDiffuseMode and start to clean RaytracingMacro * Little extra cleanup * Final Image Histogram Debug View (#887) * Final image histogram ported * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Cleanup area shadow code and Macro + remove more Raytracing macro (#945) * Change code to have a indirectDiffuseMode and start to clean RaytracingMacro * Little extra cleanup * Clean area shadow code and remove usless macro * update shader config files for projects * Better naming for SKIP_RASTERIZED_AREA_SHADOWS * Update Upgrading-from-2020.1-to-2020.2.md * remove useless comment * HDRP: Fix shader warning in RaytracingAmbientOcclusion.compute * HDRP: Fix standalone build (Break in Exposure scene settings PR) * HDRP: Update HDRenderPipeineResources.asset not up to date * Cleanup HAVE_RECURSIVE_RENDERING usage (#958) * Change code to have a indirectDiffuseMode and start to clean RaytracingMacro * Little extra cleanup * Clean area shadow code and remove usless macro * update shader config files for projects * Better naming for SKIP_RASTERIZED_AREA_SHADOWS * Update Upgrading-from-2020.1-to-2020.2.md * remove useless comment * cleanup have deferred rendering * Move Screen Space Shadow to multicompile and remove config requirement for DXR (#960) * Change code to have a indirectDiffuseMode and start to clean RaytracingMacro * Little extra cleanup * Clean area shadow code and remove usless macro * update shader config files for projects * Better naming for SKIP_RASTERIZED_AREA_SHADOWS * Update Upgrading-from-2020.1-to-2020.2.md * remove useless comment * cleanup have deferred rendering * Clean RaytracingIndirectDiffuse.compute code * Move screen space shadow to a multicompile + remove Raytracing macro * Remove config package from DXR Test Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Jesse Barker <jesseb@unity3d.com> Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com> Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
This one requires a bit of testing as it messes around a bit with which parameters are returned based on if ray tracing is enabled, supported, etc.