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Merge branch 'master' into HDRP-Tests

/main
Remy 6 年前
当前提交
57fedd6c
共有 8 个文件被更改,包括 71 次插入36 次删除
  1. 2
      com.unity.render-pipelines.core/CoreRP/Editor/Debugging/DebugWindow.cs
  2. 50
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  3. 5
      com.unity.render-pipelines.high-definition/HDRP/Editor/Material/BaseShaderPreprocessor.cs
  4. 1
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/RenderPipelineSettingsUI.cs
  5. 3
      com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs
  6. 3
      com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/RenderPipelineSettings.cs
  7. 7
      com.unity.render-pipelines.lightweight/CHANGELOG.md
  8. 36
      com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/InputBuiltin.hlsl

2
com.unity.render-pipelines.core/CoreRP/Editor/Debugging/DebugWindow.cs


s_TypeMapDirty = false;
}
[MenuItem("Window/General/Render Pipeline Debug", priority = CoreUtils.editMenuPriority2)]
[MenuItem("Window/General/Render Pipeline Debug", priority = 112)] // 112 is hardcoded number given by the UxTeam to fit correctly in the Windows menu
static void Init()
{
var window = GetWindow<DebugWindow>();

50
com.unity.render-pipelines.high-definition/CHANGELOG.md


## [Unreleased]
### Added
- Add option supportDitheringCrossFade on HDRP Asset to allow to remove shader variant during player build if needed
### Changed
- Re-enable shadow mask mode in debug view
### Bug fixes
### Fixed
### Improvements
### Added
### Improvements
### Added
- Add Light -> Planar Reflection Probe command
- Added a false color mode in rendering debug
- Add support for mesh decals

- Provide a define in lit.hlsl (FORWARD_MATERIAL_READ_FROM_WRITTEN_NORMAL_BUFFER) when output buffer normal is used to read the normal and roughness instead of caclulating it (can save performance, but lower quality due to compression)
- Add color swatch to decal material
### Changed, Removals and deprecations
### Changed
### Bug fixes
### Fixed
- Fix issue with StackLit in deferred mode with deferredDirectionalShadow due to GBuffer not being cleared. Gbuffer is still not clear and issue was fix with the new Output of normal buffer.
- Fixed an issue where interpolation volumes were not updated correctly for reflection captures.
- Fixed an exception in Light Loop settings UI

### Improvements
### Added
- Add stripper of shader variant when building a player. Save shader compile time.
- Disable per-object culling that was executed in C++ in HD whereas it was not used (Optimization)
- Enable texture streaming debugging (was not working before 2018.2)

- Removed useless duplication of ForwardError passes.
- Add option to not compile any DEBUG_DISPLAY shader in the player (Faster build) call Support Runtime Debug display
### Changed, Removals and deprecations
- Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize
### Changed
- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated - Launch Edit -> Single Step Upgrade Script -> Upgrade all Materials emissionColor
### Bug fixes
### Removed
- Removed GlobalLightLoopSettings.maxPlanarReflectionProbes and instead use value of GlobalLightLoopSettings.planarReflectionProbeCacheSize
- Remove EmissiveIntensity parameter and change EmissiveColor to be HDR (Matching Builtin Unity behavior) - Data need to be updated - Launch Edit -> Single Step Upgrade Script -> Upgrade all Materials emissionColor
### Fixed
- Fix issue with LOD transition and instancing
- Fix discrepency between object motion vector and camera motion vector
- Fix issue with spot and dir light gizmo axis not highlighted correctly

- Allow projector decal with null material to allow to configure decal when HDRP is not set
- Decal atlas texture offset/scale is updated after allocations (used to be before so it was using date from previous frame)
## [2018.1 undecided]
## [2018.1 experimental]
### Improvements
### Added
- Configure the VolumetricLightingSystem code path to be on by default
- Trigger a build exception when trying to build an unsupported platform
- Introduce the VolumetricLightingController component, which can (and should) be placed on the camera, and allows one to control the near and the far plane of the V-Buffer (volumetric "froxel" buffer) along with the depth distribution (from logarithmic to linear)

- Add UV tiling and offset support for decals.
- Add mipmapping support for volume 3D mask textures
### Changed, Removals and deprecations
- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset
### Changed
- Default number of planar reflection change from 4 to 2
- Rename _MainDepthTexture to _CameraDepthTexture
- The VolumetricLightingController has been moved to the Interpolation Volume framework and now functions similarly to the VolumetricFog settings

### Bug fixes
### Removed
- Remove Resource folder of PreIntegratedFGD and add the resource to RenderPipeline Asset
### Fixed
- Fix ConvertPhysicalLightIntensityToLightIntensity() function used when creating light from script to match HDLightEditor behavior
- Fix numerical issues with the default value of mean free path of volumetric fog
- Fix the bug preventing decals from coexisting with density volumes

## [2018.1.0f2]
### Improvements
### Added
- Screen Space Refraction projection model (Proxy raycasting, HiZ raymarching)
- Screen Space Refraction settings as volume component
- Added buffered frame history per camera

- Add manipulator gizmo on decal to improve authoring workflow
- Add a minimal StackLit material (work in progress, this version can be used as template to add new material)
### Changed, Removals and deprecations
### Changed
- Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos
- Screen Space Refraction proxy model uses the proxy of the first environment light (Reflection probe/Planar probe) or the sky
- Moved RTHandle static methods to RTHandles
- Renamed RTHandle to RTHandleSystem.RTHandle

### Bug fixes
### Removed
- Removed Planar Probe mirror plane position and normal fields in inspector, always display mirror plane and normal gizmos
### Fixed
- Fix fog flags in scene view is now taken into account
- Fix sky in preview windows that were disappearing after a load of a new level
- Fix numerical issues in IntersectRayAABB().

5
com.unity.render-pipelines.high-definition/HDRP/Editor/Material/BaseShaderPreprocessor.cs


protected ShaderKeyword m_DebugDisplay;
protected ShaderKeyword m_TileLighting;
protected ShaderKeyword m_ClusterLighting;
protected ShaderKeyword m_LodFadeCrossFade;
public BaseShaderPreprocessor()
{

m_ClusterLighting = new ShaderKeyword("USE_CLUSTERED_LIGHTLIST");
m_LodFadeCrossFade = new ShaderKeyword("LOD_FADE_CROSSFADE");
}
public virtual void AddStripperFuncs(Dictionary<string, VariantStrippingFunc> stripperFuncs) {}

// If we are in a release build, don't compile debug display variant
// Also don't compile it if not requested by the render pipeline settings
if ((/*!Debug.isDebugBuild || */ !hdrpAsset.renderPipelineSettings.supportRuntimeDebugDisplay) && inputData.shaderKeywordSet.IsEnabled(m_DebugDisplay))
return true;
if (inputData.shaderKeywordSet.IsEnabled(m_LodFadeCrossFade) && !hdrpAsset.renderPipelineSettings.supportDitheringCrossFade)
return true;
return false;

1
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/RenderPipelineSettingsUI.cs


EditorGUILayout.PropertyField(d.enableUltraQualitySSS, _.GetContent("Increase SSS Sample Count|This allow better SSS quality. Warning: Slow feature, don't use for game."));
EditorGUILayout.PropertyField(d.supportVolumetric, _.GetContent("Support volumetric|Enable memory and shader variant for volumetric."));
EditorGUILayout.PropertyField(d.supportRuntimeDebugDisplay, _.GetContent("Support runtime debug display|Remove all debug display shader variant only in the player. Allow faster build."));
EditorGUILayout.PropertyField(d.supportDitheringCrossFade, _.GetContent("Support dithering cross fade|Remove all dithering cross fade shader variant only in the player. Allow faster build."));
--EditorGUI.indentLevel;
}

3
com.unity.render-pipelines.high-definition/HDRP/Editor/RenderPipeline/Settings/SerializedRenderPipelineSettings.cs


public SerializedProperty enableUltraQualitySSS;
public SerializedProperty supportVolumetric;
public SerializedProperty supportRuntimeDebugDisplay;
public SerializedProperty supportDitheringCrossFade;
public SerializedGlobalLightLoopSettings lightLoopSettings;
public SerializedShadowInitParameters shadowInitParams;

enableUltraQualitySSS = root.Find((RenderPipelineSettings s) => s.enableUltraQualitySSS);
supportVolumetric = root.Find((RenderPipelineSettings s) => s.supportVolumetric);
supportRuntimeDebugDisplay = root.Find((RenderPipelineSettings s) => s.supportRuntimeDebugDisplay);
supportDitheringCrossFade = root.Find((RenderPipelineSettings s) => s.supportDitheringCrossFade);
lightLoopSettings = new SerializedGlobalLightLoopSettings(root.Find((RenderPipelineSettings s) => s.lightLoopSettings));
shadowInitParams = new SerializedShadowInitParameters(root.Find((RenderPipelineSettings s) => s.shadowInitParams));

3
com.unity.render-pipelines.high-definition/HDRP/RenderPipeline/Settings/RenderPipelineSettings.cs


public bool supportOnlyForward = false;
public bool enableUltraQualitySSS = false;
public bool supportVolumetric = true;
// reduce variant
public bool supportDitheringCrossFade = true;
// Engine
public bool supportDBuffer = false;

7
com.unity.render-pipelines.lightweight/CHANGELOG.md


and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Added
- pipeline now uses XRSEttings.eyeTextureResolutionScale as renderScale when in XR
### Changed
- Screenspace shadow resolve is not only done when rendering shadow cascades
- Fixed UnityPerDraw CB layout
- GLCore compute buffer compiler error
- Occlusion strength not being applied on LW standard shaders
- CopyDepth pass is being called even when a depth from prepass is available

36
com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/InputBuiltin.hlsl


// ----------------------------------------------------------------------------
// Block Layout should be respected due to SRP Batcher
// Space block Feature
// Light Indices block feature
// These are set internally by the engine upon request by RendererConfiguration.
// Check GetRendererSettings in LightweightPipeline.cs
real4 unity_LightIndicesOffsetAndCount;
real4 unity_4LightIndices0;
real4 unity_4LightIndices1;
// Reflection Probe 0 block feature
// HDR environment map decode instructions
real4 unity_SpecCube0_HDR;
// Lightmap block feature
float4 unity_DynamicLightmapST;
// SH lighting environment
// No feature block yet!
// HDR lightmap decode instructions
real4 unity_Lightmap_HDR;
// SH block feature
real4 unity_SHAr;
real4 unity_SHAg;
real4 unity_SHAb;

real4 unity_SHC;
// Probe Occlusion block feature
// HDR environment map decode instructions
real4 unity_SpecCube0_HDR;
// HDR lightmap decode instructions
real4 unity_Lightmap_HDR;
// These are set internally by the engine upon request by RendererConfiguration.
// Check GetRendererSettings in LightweightPipeline.cs
real4 unity_LightIndicesOffsetAndCount;
real4 unity_4LightIndices0;
real4 unity_4LightIndices1;
CBUFFER_END
#if defined(UNITY_STEREO_MULTIVIEW_ENABLED) || ((defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_STEREO_INSTANCING_ENABLED)) && (defined(SHADER_API_GLCORE) || defined(SHADER_API_GLES3) || defined(SHADER_API_METAL)))

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