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Hdrp Improved Depth Of Field #965
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....render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCycleOfConfusion.compute
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sebastienlagarde
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Jun 19, 2020
* WIP for enabling valid graphics tests with Render Graph. Fixed a lot of gcalloc. * Fixed more GCAlloc and added an option for a test to not be run if render graph is enabled. * First batch of disabled tests. * Fixed decal rendering * Implemented ColorGrading and Uber Post (fixes a lot of small diff due to Color Grading not being 100% neutral) * Revert "First batch of disabled tests." This reverts commit 505924b. * Temp "texture not bound" error fix until bloom is implemented. * Fixed an error when using a stale invalid renderer list handle. Reduced error message spam when encountering an execution error. * Add some debug info to compiled passes and removed wrong refCount++ on passes. * Added possibility to disallow pass pruning Fixed a number of pass pruning issues. * Small fixes * temporarily removed pruning of passes without product * Fixed HDRP asset for test 5009 * Implement alpha copy for post processes * Small render graph error fix for motion vector pass. * Disabled for render graph tests that are currently broken. * Updated yamato with new render graph configurations * Fixed lens distortion * Reenabled 4021 * Added an option to ignore tests when render graph is enabled. * Disabled for render graph tests that are currently broken. * Reenabled 4021 * Updated yamato script to add the RenderGraph pipeline. * Revert "Reenabled 4021" This reverts commit 76a7c00. * Revert "Updated yamato with new render graph configurations" This reverts commit 7b8acc0. * Revert "Disabled for render graph tests that are currently broken." This reverts commit 84467f6. * Reverted HDRP test framework files (will go to another PR) * Revert "Fixed HDRP asset for test 5009" This reverts commit 95952b0. * Fixed HDRP asset for test 5009 * Adding purge of unused resources in render graph. * Revert unrelated yml files changes due to old configuration (#714) * Fixed an issue with not unregistering render graph debug. Disabled test 9401 for render graph after merge conflict. * Disabled 9800 for render graph * Revert hdrp asset for 5009 * WIP Creation of compute buffers through render graph. * Refactoring internal resource management to share more code (WIP) # Conflicts: # com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs * Share most of the code between compute buffers and textures. * Restored internal API for tests and fixed unit tests. * need to switch repo * switching repo again :-) * Post merge fix * Added APIs to create compute buffers through render graph. * sync point (but it's broken :) ) * Refactor Light List build to use render graph created compute buffers. * Small rewrite to facilitate implementing Probe Volume Light lists. * Porting most to static fn pattern * revert some bits of exposure (broken) * Refactored handle to include an intermediate ResourceHandle struct (necessary to keep track of validity of the handles internally) * Fixed light list binding for forward passes. * Removed usless SetGlobals * Correctly bind cluster buffers for transparent forward passes. * Fixed light list build (wrong light count) * Last touches * Rename h to hlsl * changelog * Fixed tile/cluster debug. * Ported coarse stencil buffer to render graph. * revert misalignment * Moved decal property mask buffer to render graph created buffer. * Fixed reset size of width/height * Fix small issue when resizing window and improve compile time for debug exposure considerably * Revert compile time improvement... warning still there, makes no sense. This reverts commit 8e7aca7. * Fixed size of dbuffer property mask buffer. * avoid warning and prevent unrolling (improve compile time) * Added scene view camera doc * Update TableOfContents.md * Add test scene for transparent depth pre & post pass As a bonus, texts are now ordered to be after post process, and I also added an arra placer utility * Fixed unit tests * Fixed Receive SSR transparent nullref * Fixed terrain and axf nullref * Updated changelog * Hdrp Improved Depth Of Field (#965) * Initial unoptimized physically based DoF implementation * Minor fixes * Fix compilation of inactive per,utations * Add interleaved noise * Add alpha support * Add adaptive gather radius * always use the old DoF for now * take gatefit into account * Add a couple more levels in the CoC pyramid * Fix some inactive code paths * Fix CoC pyramid for near field * Rename Cycle Of Confusion to Circle Of Confusion Co-authored-by: sebastienlagarde <sebastien@unity3d.com> Co-authored-by: Julien Ignace <julien@unity3d.com> Co-authored-by: Theo Penavaire <theo.penavaire@gmail.com> Co-authored-by: FrancescoC-Unity <francescoc@unity3d.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: Remy Maetz <remym@unity3d.com> Co-authored-by: Antoine Lelièvre <antoinel@unity3d.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
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Purpose of this PR
With this PR we introduce a more accurate (physically based) DoF implementation. For now is disabled by default until all remaining issues are resolved.
Current status:
Quality: there are no halos or leaking between far/near layers anymore or any discontinuities, but (interleaved gradient) noise is introduced to hide under sampling which might look worse/noisy in some cases.
Performance: it is about 2 times faster than the "high" preset of standard DoF, but this might change as we further tweak the new algorithm.
TODO:
Testing status
I have verified that no shader warnings are introduced by deleting the Library folder.