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Merge pull request #1809 from Unity-Technologies/HDRP/fix/reflection-probe-offset-with-rotation

Hdrp/fix/reflection probe offset with rotation
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GitHub 6 年前
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87d21b0d
共有 3 个文件被更改,包括 26 次插入9 次删除
  1. 15
      com.unity.render-pipelines.high-definition/CHANGELOG.md
  2. 2
      com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDReflectionProbeEditor.Gizmos.cs
  3. 18
      com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/HDAdditionalReflectionData.cs

15
com.unity.render-pipelines.high-definition/CHANGELOG.md


## [3.2.0-preview]
### Fixed
- Fix HDReflectionProbe offset displayed in gizmo different than what is affected.
## [3.1.0-preview]
### Added

- Split EmissiveColor and bakeDiffuseLighting in forward avoiding the emissiveColor to be affect by SSAO
- Added a volume to control indirect light intensity
- Added EV 100 intensity unit for area lights
- Added support for RendererPriority on Renderer. This allow to control order of transparent rendering manually. HDRP have now two stage of sorting for transparent in addition to bact to front. Material have a priority then Renderer have a priority.
- Add Coupling of (HD)Camera and HDAdditionalCameraData for reset and remove in inspector contextual menu of Camera
- Add Coupling of (HD)ReflectionProbe and HDAdditionalReflectionData for reset and remove in inspector contextual menu of ReflectoinProbe
- Add macro to forbid unity_ObjectToWorld/unity_WorldToObject to be use as it doesn't handle camera relative rendering
- Add opacity control on contact shadow
### Fixed
- Fixed an issue with PreIntegratedFGD texture being sometimes destroyed and not regenerated causing rendering to break

- Refactor shader code: GetBakedDiffuseLighting is not call anymore in GBuffer or forward pass, including the ConvertSurfaceDataToBSDFData and GetPreLightData, this is done in ModifyBakedDiffuseLighting now
- Refactor shader code: Added a backBakeDiffuseLighting to BuiltinData to handle lighting for transmission
- Refactor shader code: Material must now call InitBuiltinData (Init all to zero + init bakeDiffuseLighting and backBakeDiffuseLighting ) and PostInitBuiltinData
### Added
- Added support for RendererPriority on Renderer. This allow to control order of transparent rendering manually. HDRP have now two stage of sorting for transparent in addition to bact to front. Material have a priority then Renderer have a priority.
- Add Coupling of (HD)Camera and HDAdditionalCameraData for reset and remove in inspector contextual menu of Camera
- Add Coupling of (HD)ReflectionProbe and HDAdditionalReflectionData for reset and remove in inspector contextual menu of ReflectoinProbe
- Add macro to forbid unity_ObjectToWorld/unity_WorldToObject to be use as it doesn't handle camera relative rendering
- Add opacity control on contact shadow
## [3.0.0-preview]

2
com.unity.render-pipelines.high-definition/HDRP/Editor/Lighting/Reflection/HDReflectionProbeEditor.Gizmos.cs


var reflectionData = reflectionProbe.GetComponent<HDAdditionalReflectionData>();
Gizmos_CapturePoint(reflectionProbe, reflectionData, e);
var mat = reflectionProbe.transform.localToWorldMatrix;
InfluenceVolumeUI.DrawGizmos(e.m_UIState.influenceVolume, reflectionData.influenceVolume, mat, InfluenceVolumeUI.HandleType.None, InfluenceVolumeUI.HandleType.Base);
if (!e.sceneViewEditing)
return;

18
com.unity.render-pipelines.high-definition/HDRP/Lighting/Reflection/HDAdditionalReflectionData.cs


int m_Version;
ReflectionProbe m_LegacyProbe;
ReflectionProbe legacyProbe { get { return m_LegacyProbe ?? (m_LegacyProbe = GetComponent<ReflectionProbe>()); } }
ReflectionProbe legacyProbe
{
get
{
if (m_LegacyProbe == null || m_LegacyProbe.Equals(null))
{
m_LegacyProbe = GetComponent<ReflectionProbe>();
return m_LegacyProbe;
}
else
{
return m_LegacyProbe;
}
}
}
#pragma warning disable 649 //never assigned
//data only kept for migration, to be removed in future version

internal override void UpdatedInfluenceVolumeShape(Vector3 size, Vector3 offset)
{
legacyProbe.size = size;
legacyProbe.center = offset;
legacyProbe.center = transform.rotation*offset;
}
}
}
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