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Merge pull request #1827 from Unity-Technologies/HDRP/staging

merge Hdrp/staging
/main
GitHub 6 年前
当前提交
1d48127a
共有 54 个文件被更改,包括 12271 次插入23 次删除
  1. 9
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 5
      com.unity.render-pipelines.high-definition/HDRP/Debug/DebugColorPicker.shader
  3. 1
      com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs
  4. 13
      com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs.hlsl
  5. 26
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs
  6. 13
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs
  7. 2
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDUtils.cs
  8. 9
      com.unity.render-pipelines.high-definition/HDRP/Sky/SkyRenderingContext.cs
  9. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace.unity
  10. 7
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace.unity.meta
  11. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling.meta
  12. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil.meta
  13. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace.unity
  14. 7
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace.unity.meta
  15. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_PlanarReflectionCullingStencil.unity
  16. 7
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_PlanarReflectionCullingStencil.unity.meta
  17. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2209_ReflectionProbeCullingStencil.unity
  18. 7
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2209_ReflectionProbeCullingStencil.unity.meta
  19. 1001
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2206_PlanarReflectionVFace.png
  20. 88
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2206_PlanarReflectionVFace.png.meta
  21. 1001
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2207_ReflectionProbeVFace.png
  22. 88
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2207_ReflectionProbeVFace.png.meta
  23. 1001
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2208_PlanarReflectionCullingStencil.png
  24. 88
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2208_PlanarReflectionCullingStencil.png.meta
  25. 1001
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2209_ReflectionProbeCullingStencil.png
  26. 88
      TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2209_ReflectionProbeCullingStencil.png.meta
  27. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material.meta
  28. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh.meta
  29. 1001
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/Torus.obj
  30. 100
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/Torus.obj.meta
  31. 21
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/filp.obj
  32. 99
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/filp.obj.meta
  33. 572
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/grid.obj
  34. 99
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Mesh/grid.obj.meta
  35. 232
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile 1.asset
  36. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile 1.asset.meta
  37. 209
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile.asset
  38. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Scene Settings Profile.asset.meta
  39. 233
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/Mirror.mat
  40. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/Mirror.mat.meta
  41. 235
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/White.mat
  42. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/White.mat.meta
  43. 233
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedFlipMode.mat
  44. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedFlipMode.mat.meta
  45. 233
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedMirrorMode.mat
  46. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedMirrorMode.mat.meta
  47. 233
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedNoneMode.mat
  48. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_ReflectionCulling/Material/DoubleSidedNoneMode.mat.meta
  49. 232
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil/Scene Settings Profile.asset
  50. 8
      TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil/Scene Settings Profile.asset.meta

9
com.unity.render-pipelines.high-definition/CHANGELOG.md


## [3.2.0-preview]
### Added
- Added a luminance meter in the debug menu
- Fixed package upgrade crashing the editor
- Fix issue with package upgrading (HDRP resources asset is now versionned to worarkound package manager limitation)
- Fix issue with package upgrading (HDRP resources asset is now versionned to worarkound package manager limitation)
- Fix lux meter mode - The lux meter isn't affected by the sky anymore
- Fix area light size reset when multi-selected
- Fixed filter pass number in HDUtils.BlitQuad
## [3.1.0-preview]

5
com.unity.render-pipelines.high-definition/HDRP/Debug/DebugColorPicker.shader


//Decompress value if luxMeter is active
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER && _ColorPickerMode != COLORPICKERDEBUGMODE_NONE)
result.rgb = result.rgb * LUXMETER_COMPRESSION_RATIO;
if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUMINANCE_METER)
{
result = Luminance(result.rgb);
}
if (_FalseColor)
result.rgb = FasleColorRemap(Luminance(result.rgb), _FalseColorThresholds);

1
com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs


DiffuseLighting,
SpecularLighting,
LuxMeter,
LuminanceMeter,
VisualizeCascade,
VisualizeShadowMasks,
IndirectDiffuseOcclusion,

13
com.unity.render-pipelines.high-definition/HDRP/Debug/LightingDebug.cs.hlsl


#define DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING (1)
#define DEBUGLIGHTINGMODE_SPECULAR_LIGHTING (2)
#define DEBUGLIGHTINGMODE_LUX_METER (3)
#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (4)
#define DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS (5)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION (6)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION (7)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION (8)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION (9)
#define DEBUGLIGHTINGMODE_LUMINANCE_METER (4)
#define DEBUGLIGHTINGMODE_VISUALIZE_CASCADE (5)
#define DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS (6)
#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION (7)
#define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION (8)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFRACTION (9)
#define DEBUGLIGHTINGMODE_SCREEN_SPACE_TRACING_REFLECTION (10)
//
// UnityEngine.Experimental.Rendering.HDPipeline.DebugScreenSpaceTracing: static fields

26
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/HDLightEditor.cs


// In case of change, think to update InitDefaultHDAdditionalLightData()
settings.lightType.enumValueIndex = (int)LightType.Point;
m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Rectangle;
EditorGUI.BeginChangeCheck();
m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth);
m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth);
settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
settings.areaSizeY.floatValue = m_AdditionalLightData.shapeHeight.floatValue;
if (EditorGUI.EndChangeCheck())
{
m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth);
m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth);
settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
settings.areaSizeY.floatValue = m_AdditionalLightData.shapeHeight.floatValue;
}
if (settings.isRealtime)
settings.shadowsType.enumValueIndex = (int)LightShadows.None;
break;

//m_BaseData.type.enumValueIndex = (int)LightType.Area;
settings.lightType.enumValueIndex = (int)LightType.Point;
m_AdditionalLightData.lightTypeExtent.enumValueIndex = (int)LightTypeExtent.Line;
EditorGUI.BeginChangeCheck();
m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth);
m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth);
// Fake line with a small rectangle in vanilla unity for GI
settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
settings.areaSizeY.floatValue = k_MinAreaWidth;
if (EditorGUI.EndChangeCheck())
{
m_AdditionalLightData.shapeWidth.floatValue = Mathf.Max(m_AdditionalLightData.shapeWidth.floatValue, k_MinAreaWidth);
m_AdditionalLightData.shapeHeight.floatValue = Mathf.Max(m_AdditionalLightData.shapeHeight.floatValue, k_MinAreaWidth);
// Fake line with a small rectangle in vanilla unity for GI
settings.areaSizeX.floatValue = m_AdditionalLightData.shapeWidth.floatValue;
settings.areaSizeY.floatValue = k_MinAreaWidth;
}
settings.shadowsType.enumValueIndex = (int)LightShadows.None;
break;

13
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDRenderPipeline.cs


public void PushColorPickerDebugTexture(CommandBuffer cmd, RTHandleSystem.RTHandle textureID, HDCamera hdCamera)
{
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_DebugDisplaySettings.falseColorDebugSettings.falseColor)
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_DebugDisplaySettings.falseColorDebugSettings.falseColor || m_DebugDisplaySettings.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuminanceMeter)
{
using (new ProfilingSample(cmd, "Push To Color Picker"))
{

// TODO TEMP: Not sure I want to keep this special case. Gotta see how to get rid of it (not sure it will work correctly for non-full viewports.
public void PushColorPickerDebugTexture(HDCamera hdCamera, CommandBuffer cmd, RenderTargetIdentifier textureID)
{
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_DebugDisplaySettings.falseColorDebugSettings.falseColor)
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_DebugDisplaySettings.falseColorDebugSettings.falseColor || m_DebugDisplaySettings.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuminanceMeter)
{
using (new ProfilingSample(cmd, "Push To Color Picker"))
{

DecalSystem.instance.RenderDebugOverlay(hdCamera, cmd, m_CurrentDebugDisplaySettings, ref x, ref y, overlaySize, hdCamera.actualWidth);
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_CurrentDebugDisplaySettings.falseColorDebugSettings.falseColor)
if (m_CurrentDebugDisplaySettings.colorPickerDebugSettings.colorPickerMode != ColorPickerDebugMode.None || m_CurrentDebugDisplaySettings.falseColorDebugSettings.falseColor || m_CurrentDebugDisplaySettings.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuminanceMeter)
{
ColorPickerDebugSettings colorPickerDebugSettings = m_CurrentDebugDisplaySettings.colorPickerDebugSettings;
FalseColorDebugSettings falseColorDebugSettings = m_CurrentDebugDisplaySettings.falseColorDebugSettings;

using (new ProfilingSample(cmd, "Clear HDR target", CustomSamplerId.ClearHDRTarget.GetSampler()))
{
if (hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.BackgroundColor ||
// If the luxmeter is enabled, the sky isn't rendered so we clear the background color
m_DebugDisplaySettings.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuxMeter ||
// If we want the sky but the sky don't exist, still clear with background color
(hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky && !m_SkyManager.IsVisualSkyValid()) ||
// Special handling for Preview we force to clear with background color (i.e black)

{
Color clearColor = hdCamera.backgroundColorHDR;
// We set the background color to black when the luxmeter is enabled to avoid picking the sky color
if (m_DebugDisplaySettings.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuxMeter)
clearColor = Color.black;
HDUtils.SetRenderTarget(cmd, hdCamera, m_CameraColorBuffer, m_CameraDepthStencilBuffer, ClearFlag.Color, clearColor);
}
}

2
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/HDUtils.cs


s_PropertyBlock.SetVector(HDShaderIDs._BlitScaleBias, scaleBiasTex);
s_PropertyBlock.SetVector(HDShaderIDs._BlitScaleBiasRt, scaleBiasRT);
s_PropertyBlock.SetFloat(HDShaderIDs._BlitMipLevel, mipLevelTex);
cmd.DrawProcedural(Matrix4x4.identity, GetBlitMaterial(), bilinear ? 2 : 3, MeshTopology.Quads, 4, 1, s_PropertyBlock);
cmd.DrawProcedural(Matrix4x4.identity, GetBlitMaterial(), bilinear ? 3 : 2, MeshTopology.Quads, 4, 1, s_PropertyBlock);
}
public static void BlitTexture(CommandBuffer cmd, RTHandleSystem.RTHandle source, RTHandleSystem.RTHandle destination, Vector4 scaleBias, float mipLevel, bool bilinear)

9
com.unity.render-pipelines.high-definition/HDRP/Sky/SkyRenderingContext.cs


m_BuiltinParameters.debugSettings = debugSettings;
skyContext.renderer.SetRenderTargets(m_BuiltinParameters);
// When rendering the visual sky for reflection probes, we need to remove the sun disk if skySettings.includeSunInBaking is false.
skyContext.renderer.RenderSky(m_BuiltinParameters, false, hdCamera.camera.cameraType != CameraType.Reflection || skyContext.skySettings.includeSunInBaking);
// If the luxmeter is enabled, we don't render the sky
if (debugSettings.lightingDebugSettings.debugLightingMode != DebugLightingMode.LuxMeter)
{
// When rendering the visual sky for reflection probes, we need to remove the sun disk if skySettings.includeSunInBaking is false.
skyContext.renderer.RenderSky(m_BuiltinParameters, false, hdCamera.camera.cameraType != CameraType.Reflection || skyContext.skySettings.includeSunInBaking);
}
}
}
}

1001
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace.unity
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7
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2206_PlanarReflectionVFace.unity.meta


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1001
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace.unity
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7
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionProbeVFace.unity.meta


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1001
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_PlanarReflectionCullingStencil.unity
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7
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_PlanarReflectionCullingStencil.unity.meta


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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2209_ReflectionProbeCullingStencil.unity
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7
TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2209_ReflectionProbeCullingStencil.unity.meta


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TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2206_PlanarReflectionVFace.png.meta


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1001
TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/2208_PlanarReflectionCullingStencil.png
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88
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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2207_ReflectionCullingStencil/Scene Settings Profile.asset.meta


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