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Merge branch 'HDRP/staging' of https://github.com/Unity-Technologies/ScriptableRenderPipeline into Branch_FixPPCopy

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md
/main
Julien Ignace 6 年前
当前提交
176e4109
共有 7 个文件被更改,包括 13 次插入32 次删除
  1. 1
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 4
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs
  3. 4
      com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoopSettings.cs
  4. 11
      com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.cs
  5. 4
      com.unity.render-pipelines.high-definition/HDRP/Material/PreIntegratedFGD/PreIntegratedFGD.cs
  6. 11
      com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.cs
  7. 10
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/FrameSettings.cs

1
com.unity.render-pipelines.high-definition/CHANGELOG.md


### Fixed
- Fixed an issue with distortion that was using previous frame instead of current frame
- Fixed an issue where disabled light where not upgrade correctly to the new physical light unit system introduce in 2.0.5-preview
- Fixed an issue with PreIntegratedFGD texture being sometimes destroyed and not regenerated causing rendering to break
- PostProcess input buffers are not copied anymore on PC if the viewport size matches the final render target size
## [2.0.5-preview]

4
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugDisplay.cs


{
m_DebugDisplayStatsItems = new DebugUI.Widget[]
{
new DebugUI.Value { displayName = "Frame Rate", getter = () => 1f / Time.smoothDeltaTime, refreshRate = 1f / 30f },
new DebugUI.Value { displayName = "Frame Rate (ms)", getter = () => Time.smoothDeltaTime * 1000f, refreshRate = 1f / 30f }
new DebugUI.Value { displayName = "Frame Rate (fps)", getter = () => 1f / Time.smoothDeltaTime, refreshRate = 1f / 30f },
new DebugUI.Value { displayName = "Frame Time (ms)", getter = () => Time.smoothDeltaTime * 1000f, refreshRate = 1f / 30f }
};
var panel = DebugManager.instance.GetPanel(k_PanelDisplayStats, true);

4
com.unity.render-pipelines.high-definition/HDRP/Lighting/LightLoop/LightLoopSettings.cs


{
widgets.AddRange(new[]
{
new DebugUI.Container
new DebugUI.Foldout
displayName = "Lighting Settings",
displayName = "Light Loop Settings",
children =
{
// Uncomment if you re-enable LIGHTLOOP_SINGLE_PASS multi_compile in lit*.shader

11
com.unity.render-pipelines.high-definition/HDRP/Material/Lit/Lit.cs


// Init precomputed texture
//-----------------------------------------------------------------------------
bool m_isInit;
public Lit() {}
public override void Build(HDRenderPipelineAsset hdAsset)

m_isInit = false;
}
public override void Cleanup()

m_isInit = false;
if (m_isInit)
return;
m_isInit = true;
}
public override void Bind()

4
com.unity.render-pipelines.high-definition/HDRP/Material/PreIntegratedFGD/PreIntegratedFGD.cs


public void RenderInit(FGDIndex index, CommandBuffer cmd)
{
if (m_isInit[(int)index])
// Here we have to test IsCreated because in some circumstances (like loading RenderDoc), the texture is internally destroyed but we don't know from C# side.
// In this case IsCreated will return false, allowing us to re-render the texture (setting the texture as current RT during DrawFullScreen will automatically re-create it internally)
if (m_isInit[(int)index] && m_PreIntegratedFGD[(int)index].IsCreated())
return;
using (new ProfilingSample(cmd, "PreIntegratedFGD Material Generation"))

11
com.unity.render-pipelines.high-definition/HDRP/Material/StackLit/StackLit.cs


// Init precomputed textures
//-----------------------------------------------------------------------------
bool m_isInit;
public StackLit() {}
public override void Build(HDRenderPipelineAsset hdAsset)

m_isInit = false;
}
public override void Cleanup()

m_isInit = false;
if (m_isInit)
return;
m_isInit = true;
}
public override void Bind()

10
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/FrameSettings.cs


{
List<DebugUI.Widget> widgets = new List<DebugUI.Widget>();
widgets.AddRange(
new DebugUI.Widget[]
new DebugUI.Widget[]
new DebugUI.Container
new DebugUI.Foldout
{
displayName = "Rendering Passes",
children =

new DebugUI.BoolField { displayName = "Enable Postprocess", getter = () => frameSettings.enablePostprocess, setter = value => frameSettings.enablePostprocess = value },
}
},
new DebugUI.Container
new DebugUI.Foldout
{
displayName = "Rendering Settings",
children =

new DebugUI.BoolField { displayName = "Enable MSAA", getter = () => frameSettings.enableMSAA, setter = value => frameSettings.enableMSAA = value },
}
},
new DebugUI.Container
new DebugUI.Foldout
{
displayName = "XR Settings",
children =

},
new DebugUI.Container
new DebugUI.Foldout
{
displayName = "Lighting Settings",
children =

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