(), alignment, Allocator.TempJob);
+ drawCommands->visibleInstances = (int*)UnsafeUtility.Malloc(kNumInstances * sizeof(int), alignment, Allocator.TempJob);
+ drawCommands->drawCommandPickingInstanceIDs = null;
+
+ drawCommands->drawCommandCount = 1;
+ drawCommands->drawRangeCount = 1;
+ drawCommands->visibleInstanceCount = kNumInstances;
+
+ // This example doens't use depth sorting, so it leaves instanceSortingPositions as null.
+ drawCommands->instanceSortingPositions = null;
+ drawCommands->instanceSortingPositionFloatCount = 0;
+
+ // Configure the single draw command to draw kNumInstances instances
+ // starting from offset 0 in the array, using the batch, material and mesh
+ // IDs registered in the Start() method. It doesn't set any special flags.
+ drawCommands->drawCommands[0].visibleOffset = 0;
+ drawCommands->drawCommands[0].visibleCount = kNumInstances;
+ drawCommands->drawCommands[0].batchID = m_BatchID;
+ drawCommands->drawCommands[0].materialID = m_MaterialID;
+ drawCommands->drawCommands[0].meshID = m_MeshID;
+ drawCommands->drawCommands[0].submeshIndex = 0;
+ drawCommands->drawCommands[0].splitVisibilityMask = 0xff;
+ drawCommands->drawCommands[0].flags = 0;
+ drawCommands->drawCommands[0].sortingPosition = 0;
+
+ // Configure the single draw range to cover the single draw command which
+ // is at offset 0.
+ drawCommands->drawRanges[0].drawCommandsBegin = 0;
+ drawCommands->drawRanges[0].drawCommandsCount = 1;
+
+ // This example doesn't care about shadows or motion vectors, so it leaves everything
+ // at the default zero values, except the renderingLayerMask which it sets to all ones
+ // so Unity renders the instances regardless of mask settings.
+ drawCommands->drawRanges[0].filterSettings = new BatchFilterSettings { renderingLayerMask = 0xffffffff, };
+
+ // Finally, write the actual visible instance indices to the array. In a more complicated
+ // implementation, this output would depend on what is visible, but this example
+ // assumes that everything is visible.
+ for (int i = 0; i < kNumInstances; ++i)
+ drawCommands->visibleInstances[i] = i;
+
+ // This simple example doesn't use jobs, so it returns an empty JobHandle.
+ // Performance-sensitive applications are encouraged to use Burst jobs to implement
+ // culling and draw command output. In this case, this function returns a
+ // handle here that completes when the Burst jobs finish.
+ return new JobHandle();
+ }
+}
+```
+
+This is the final, complete, code sample for BRG. If you attach this Component to a GameObject, set a mesh and [DOTS Instancing](dots-instancing-shaders.md)-compatible material in the Inspector, and enter Play Mode, Unity renders three instances of the mesh using the material.
\ No newline at end of file
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-getting-started.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-getting-started.md
new file mode 100644
index 00000000000..814bd0bfccb
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-getting-started.md
@@ -0,0 +1,15 @@
+---
+uid: um-batch-renderer-group-getting-started
+---
+
+# Set up your project for the BatchRendererGroup API
+
+Before you use BRG, your project must support it. BRG requires your project to:
+
+* Use the SRP Batcher. To enable the SRP Batcher, see [Using the SRP Batcher](SRPBatcher.md#using-the-srp-batcher).
+* Keep BRG [shader variants](https://docs.unity3d.com/6000.0/Documentation/Manual/shader-variants). To do this, select **Edit** > **Project Settings** > **Graphics**, and set **BatchRendererGroup variants** to **Keep all**.
+* Allow [unsafe code](https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/unsafe-code). To do this, enable the **Allow ‘unsafe’ Code** [Player Setting](https://docs.unity3d.com/6000.0/Documentation/Manual/class-PlayerSettings).
+
+**Note:** The BatchRendererGroup uses [DOTS Instancing shaders](dots-instancing-shaders.md), but it doesn't require any DOTS packages. The name reflects the new data-oriented way to load instance data, and also helps with backward compatibility with existing Hybrid Renderer compatible shaders.
+
+For information on how to use BRG to create a basic renderer, see [Creating a renderer with BatchRendererGroup](batch-renderer-group-creating-a-renderer.md).
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-how.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-how.md
new file mode 100644
index 00000000000..f40ece8701e
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-how.md
@@ -0,0 +1,57 @@
+---
+uid: um-batch-renderer-group-how
+---
+
+# Introduction to the BatchRendererGroup API
+
+BRG is the perfect tool to:
+
+* Render DOTS [Entities](https://docs.unity3d.com/Packages/com.unity.entities@latest). For more information how Entities uses BRG, refer to [Entities Graphics Performance](https://docs.unity3d.com/Packages/com.unity.entities.graphics@1.2/manual/entities-graphics-performance.html).
+* Render a large number of environment objects where using individual GameObjects would be too resource-intensive. For example, procedurally-placed plants or rocks.
+* Render custom terrain patches. You can use different meshes or materials to display different levels of detail.
+
+## Render pipeline compatibility
+
+The following table shows which render pipelines support BRG.
+
+| **Feature name** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** | **Custom SRP** | **Built-in Render Pipeline** |
+| ------------------ | ---------------------------- | ----------------------------------- | ------------------------------------------ | -------------- |
+| BatchRendererGroup | Yes (1) | Yes (1) | Yes (1) | No |
+
+**Notes**:
+
+1. If the project uses the SRP Batcher.
+
+## Platform compatibility
+
+Unity supports BRG on:
+
+* Windows using DirectX 11
+* Windows using DirectX 12
+* Windows using Vulkan
+* Universal Windows Platform
+* Linux using Vulkan
+* macOS using Metal
+* iOS
+* Android (Vulkan and OpenGL ES 3.x)
+* PlayStation 4
+* PlayStation 5
+* Xbox One
+* Xbox Series X and Xbox Series S
+* Nintendo Switch
+
+## How BatchRendererGroup works
+
+To render to the screen, BatchRendererGroup (BRG) generates [draw commands](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchDrawCommand) which are a BRG-specific concept that contains everything Unity needs to efficiently create optimized, instanced draw calls.
+
+To determine when to render the instances in a draw command, BRG uses [filter settings](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchFilterSettings). Filter settings control when to render instances themselves, but also when to render certain facets of each instance such as its shadows and motion vectors
+
+Because the same filter settings can often apply to a large number of draw commands, BRG uses [draw ranges](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchDrawRange) to apply filter settings to a range of draw commands. A draw range combines a contiguous number of draw commands with an instance of filter settings that apply to them. Draw ranges are especially useful if the filter settings determine that Unity shouldn't render the draw commands, because this makes it possible for Unity to efficiently skip rendering for every draw command in the range.
+
+There is no restriction on which instances are in which draw calls. It's possible to render the same instance, an object with the same instance index and batchID, many times with different meshes and materials. One example where this can be useful is drawing different sub-meshes with different materials, but using the same instance indices to share properties like transform matrices between the draws.
+
+For information on how to create a renderer with BRG, see [Creating a renderer with BatchRendererGroup](batch-renderer-group-creating-a-renderer.md).
+
+## Technical limitations
+
+In most cases, Unity renders a draw command as a single, platform-level, instanced draw call for each compatible [DrawRenderers](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.ScriptableRenderContext.DrawRenderers) call in the Scriptable Render Pipeline. However, that isn't possible when the graphics API has a lower size limit for draw calls than the draw command's `visibleCount`. In these situations, Unity splits the draw command into multiple instanced draw calls.
\ No newline at end of file
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-initializing.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-initializing.md
new file mode 100644
index 00000000000..23eab8c305c
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-initializing.md
@@ -0,0 +1,55 @@
+---
+uid: um-batch-renderer-group-initializing
+---
+
+# Initialize a BatchRendererGroup object
+
+The first step to render using BRG is to create an instance of [BatchRendererGroup](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchRendererGroup) and initialize it with an implementation of [OnPerformCulling](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchRendererGroup.OnPerformCulling).
+
+The OnPerformCulling callback is the main entry point of BRG and Unity calls it whenever it culls visible objects. For information on the parameters it receives, see [OnPerformCulling](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchRendererGroup.OnPerformCulling). Typically, there are two tasks that the OnPerformCulling callback needs to perform:
+
+* Visibility culling to determine which of its instances are visible based on the [BatchCullingContext](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchCullingContext) parameter.
+* Output the actual draw commands to render those instances. To do this you write to the [BatchCullingOutput](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchCullingOutput) parameter.
+
+In simple implementations, you can do these tasks directly in the OnPerformCulling callback, but for high-performance implementations, it's best practice to do most of this work in [Burst](https://docs.unity3d.com/Packages/com.unity.burst@latest) jobs. The OnPerformCulling callback should return a [JobHandle](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Unity.Jobs.JobHandle) that completes after the jobs write the output into the [BatchCullingOutput](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchCullingOutput) parameter. If your implementation doesn't use jobs, you can return an empty JobHandle.
+
+See the following code sample for an example of how to create a BatchRendererGroup object and initialize it with the most minimum OnPerformCulling callback that compiles.
+
+```lang-csharp
+using System;
+using Unity.Collections;
+using Unity.Collections.LowLevel.Unsafe;
+using Unity.Jobs;
+using UnityEngine;
+using UnityEngine.Rendering;
+
+public class SimpleBRGExample : MonoBehaviour
+{
+ private BatchRendererGroup m_BRG;
+
+ private void Start()
+ {
+ m_BRG = new BatchRendererGroup(this.OnPerformCulling, IntPtr.Zero);
+ }
+
+ private void OnDisable()
+ {
+ m_BRG.Dispose();
+ }
+
+ public unsafe JobHandle OnPerformCulling(
+ BatchRendererGroup rendererGroup,
+ BatchCullingContext cullingContext,
+ BatchCullingOutput cullingOutput,
+ IntPtr userContext)
+ {
+ // This example doesn't use jobs, so it can return an empty JobHandle.
+ // Performance-sensitive applications should use Burst jobs to implement
+ // culling and draw command output. In this case, this function would return a
+ // handle here that completes when the Burst jobs finish.
+ return new JobHandle();
+ }
+}
+```
+
+Before you use OnPerformCulling to create draw commands, you need to provide your BatchRendererGroup object any meshes you want it to draw, and any materials you want it to use. For more information, see the next topic, [Registering meshes and materials](batch-renderer-group-registering-meshes-and-materials.md).
\ No newline at end of file
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-registering-meshes-and-materials.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-registering-meshes-and-materials.md
new file mode 100644
index 00000000000..353f017bd8b
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-registering-meshes-and-materials.md
@@ -0,0 +1,75 @@
+---
+uid: um-batch-renderer-group-registering-meshes-and-materials
+---
+
+# Register meshes and materials with the BatchRendererGroup API
+
+[Mesh](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Mesh) and [Material](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Material) are managed C# objects in Unity which means you can't use them from [Burst](https://docs.unity3d.com/Packages/com.unity.burst@latest) C# code. This means that to use them in BRG draw commands, you must pre-register with the BRG.
+
+To register Mesh and Material objects, use [BatchRendererGroup.RegisterMesh](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchRendererGroup.RegisterMesh) and [BatchRendererGroup.RegisterMaterial](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchRendererGroup.RegisterMaterial) respectively. These functions return a [BatchMeshID](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchMeshID) and a [BatchMaterialID](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchMaterialID), respectively, which are plain data structs that contain a Burst-compatible handle. They are strongly typed to help prevent errors from accidentally using the wrong handle type.
+
+You can register Mesh and Material objects at any time, including run time. The only requirements are:
+
+* You need to register Mesh and Material objects before the BatchRendererGroup can use them to render.
+* The Material must support DOTS Instancing.
+
+You can also unregister Mesh and Material objects if you no longer need them. This is necessary if you want to unload any Mesh or Material objects. [BatchRendererGroup.Dispose](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchRendererGroup.Dispose) automatically unregisters all registered assets.
+
+**Note**: You can't serialize a BatchMeshID or a BatchMaterialID. They are only valid with the BatchRendererGroup you register them with and become invalid if you unregister them, or if the BatchRendererGroup no longer exists. BatchMeshID and BatchMaterialID also become invalid if something forces Unity to unload the Mesh or Material objects, which happens when Unity unloads the Scene that the Mesh or Material objects are part of.
+
+It is possible to register the same Mesh or Material object multiple times. This is useful in situations where you want to register Meshes or Materials without having to know which Meshes and Materials have been registered already. In this situation, the BatchRenderer keeps an internal count of the number of registrations in the following way:
+
+* Each time you register a Mesh or Material object, the BatchRendererGroup increases its reference count by 1.
+* Each time you unregister a Mesh or Material object, the BatchRendererGroup decreases its reference count by 1. If this causes the reference count to reach 0, the BatchRendererGroup unregisters the Mesh or Material. If you want to use the Mesh or Material in future draw commands, you must register it again.
+* A RegisterMesh or RegisterMaterial call with an already registered Mesh or Material returns the same BatchMeshID or BatchMaterialID as the previous call. However, if the BatchRendererGroup completely unregistered the Mesh or Material, registering it again could return a different ID.
+
+**Note**: BRG checks for modifications to Mesh or Material objects after the first OnPerformCulling callback method in a frame. This means that Unity takes any modification that occurs before that point into account. This includes changes you make in the first callback itself, but not changes that occur in any jobs scheduled by the callback. Modifying Mesh or Material objects after that point causes undefined behavior.
+
+See the following code sample for an example of how to register meshes and materials with a BatchRendererGroup object. This code sample builds on the one in [Initializing a BatchRendererGroup object](batch-renderer-group-initializing.md).
+
+```lang-csharp
+using System;
+using Unity.Collections;
+using Unity.Collections.LowLevel.Unsafe;
+using Unity.Jobs;
+using UnityEngine;
+using UnityEngine.Rendering;
+
+public class SimpleBRGExample : MonoBehaviour
+{
+ public Mesh mesh;
+ public Material material;
+
+ private BatchRendererGroup m_BRG;
+
+ private BatchMeshID m_MeshID;
+ private BatchMaterialID m_MaterialID;
+
+ private void Start()
+ {
+ m_BRG = new BatchRendererGroup(this.OnPerformCulling, IntPtr.Zero);
+ m_MeshID = m_BRG.RegisterMesh(mesh);
+ m_MaterialID = m_BRG.RegisterMaterial(material);
+ }
+
+ private void OnDisable()
+ {
+ m_BRG.Dispose();
+ }
+
+ public unsafe JobHandle OnPerformCulling(
+ BatchRendererGroup rendererGroup,
+ BatchCullingContext cullingContext,
+ BatchCullingOutput cullingOutput,
+ IntPtr userContext)
+ {
+ // This simple example doesn't use jobs, so it can return an empty JobHandle.
+ // Performance-sensitive applications should use Burst jobs to implement
+ // culling and draw command output. In this case, this function would return a
+ // handle that completes when the Burst jobs finish.
+ return new JobHandle();
+ }
+}
+```
+
+Before you create any draw commands that use the registered Meshes and Materials, you need to provide data, like transform matrices, to use for the draw command instances. To provide data to use for each instance, BatchRendererGroup uses a concept called batches. For more information, see the next topic, [Creating batches](batch-renderer-group-creating-batches.md).
\ No newline at end of file
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-writing-shaders.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-writing-shaders.md
new file mode 100644
index 00000000000..b5c15805205
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group-writing-shaders.md
@@ -0,0 +1,14 @@
+# Writing custom shaders for the BatchRendererGroup API
+
+Resources for writing custom shaders that support Data-Oriented Technology Stack (DOTS) Instancing, so they can be used with the `BatchRendererGroup` API.
+
+| **Page** | **Description** |
+| --- | --- |
+| [DOTS Instancing shaders](dots-instancing-shaders.md) | Learn about the characteristics and advantages of shaders that support DOTS Instancing. |
+| [Support DOTS Instancing in a a custom shader](dots-instancing-shaders-support.md) | Add defines and properties to a custom shader to make it compatible with DOTS Instancing. |
+| [Declare DOTS Instancing properties in a custom shader](dots-instancing-shaders-declare.md) | Declare a DOTS Instancing property block in custom shader code. |
+| [Access DOTS Instancing properties in a custom shader](dots-instancing-shaders-access.md) | Use built-in macros to access DOTS Instancing properties in custom shader code. |
+| [Best practice for DOTS Instancing shaders](dots-instancing-shaders-best-practice.md) | Structure data to avoid DOTS Instancing shaders behaving in unexpected ways. |
+| [DOTS Instancing shader samples](dots-instancing-shaders-samples.md) | Examples of using built-in macros to access per-instance data and constant data in DOTS Instancing shaders. |
+| [DOTS Instancing shader macros reference](dots-instancing-shaders-macros.md) | Explore the built-in macros you can use to access DOTS Instancing properties in a custom shader. |
+| [DOTS Instancing shader functions reference](dots-instancing-shaders-functions.md) | Explore the built-in functions you can use to load the values of constants directly from the draw command data. |
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group.md
new file mode 100644
index 00000000000..d0e74f26c44
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/batch-renderer-group.md
@@ -0,0 +1,19 @@
+---
+uid: um-batch-renderer-group
+---
+
+# BatchRendererGroup API
+
+BatchRendererGroup (BRG) is an API for high-performance custom rendering in projects that use a Scriptable Render Pipeline (SRP) and the [SRP Batcher](SRPBatcher.md).
+
+| **Page** | **Description** |
+| ------------------------------------------------------------ | ------------------------------------------------------------ |
+| [Introduction to the BatchRendererGroup API](batch-renderer-group-how.md) | Explains how BRG renders to the screen and introduces BRG-specific concepts. |
+| [Set up your project for the BatchRendererGroup API](batch-renderer-group-getting-started.md) | Describes the requirements and compatibility of BRG and explains how to set up your project to support BRG. |
+| [Creating a renderer with the BatchRendererGroup API](batch-renderer-group-creating-a-renderer.md) | A section that explains how to use BRG to create a simple custom renderer. |
+| [Writing custom shaders for the BatchRendererGroup API](batch-renderer-group-writing-shaders.md) | Describes the new data-oriented way shaders can load instance data. |
+
+## Additional resources
+
+* [Reduce rendering work on the CPU](reduce-rendering-work-on-cpu.md)
+* [Optimizing draw calls](reduce-draw-calls-landing-hdrp.md)
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/configure-hdrp-for-virtual-reality.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/configure-hdrp-for-virtual-reality.md
index 355cf5c8c21..b7c1de80f26 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/configure-hdrp-for-virtual-reality.md
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/configure-hdrp-for-virtual-reality.md
@@ -22,7 +22,7 @@ You can also watch the presentation from Unite Copenhagen (October 2019) to lear
* Open VR*
**Note**: Valve is currently developing their OpenVR Unity XR plugin for 2019.3 and beyond.
-For more information, see [Unity XR platform updates](https://blogs.unity3d.com/2020/01/24/unity-xr-platform-updates/) on the Unity blog, and [XR Plugin Architecture](https://docs.unity3d.com/Manual/XRPluginArchitecture.html) in the Unity Manual.
+For more information, refer to [XR Plugin Architecture](https://docs.unity3d.com/Manual/XRPluginArchitecture.html).
The XR Plugin architecture links to the OpenVR desktop package and has further info and recommendations.
## Resolution Control
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/custom-post-processing-create-apply.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/custom-post-processing-create-apply.md
index 1dcc385dcba..de697675796 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/custom-post-processing-create-apply.md
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/custom-post-processing-create-apply.md
@@ -18,6 +18,10 @@ Note that the file name of both the C# post-process volume and the shader need t
This creates each template file in the **Project** window in the **Assets** folder.
+**Note**: When using **Full screen Shader Graph**, if you need **Scene Color**, use the **Post Process Input** source for the **HD Sample Buffer** node.
+
+![](Images/HDSampleBuffer.png)
+
## Apply a custom post-processing effect
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-access.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-access.md
new file mode 100644
index 00000000000..b53992bda2d
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-access.md
@@ -0,0 +1,11 @@
+# Access DOTS Instancing properties in a custom shader
+
+To access DOTS Instanced properties, your shader can use one of the access macros that Unity provides. The access macros assume that instance data in `unity_DOTSInstanceData` uses the following layout:
+
+* The 31 least significant bits of the metadata value contain the byte address of the first instance in the batch within the `unity_DOTSInstanceData` buffer.
+* If the most significant bit of the metadata value is `0`, every instance uses the value from instance index zero. This means each instance loads directly from the byte address in the metadata value. In this case, the buffer only needs to store a single value, instead of one value per instance.
+* If the most significant bit of the metadata value is `1`, the address should contain an array where you can find the value for instance index `instanceID` using `AddressOfInstance0 + sizeof(PropertyType) * instanceID`. In this case, you should ensure that every rendered instance index has valid data in buffer. Otherwise, out-of-bounds access and undefined behavior can occur.
+
+You can also set the the metadata value directly which is useful if you want to use a custom data source that doesn't use the above layout, such as a texture.
+
+For an example of how to use these macros, see [Access macro example](dots-instancing-shaders-samples.md).
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-best-practice.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-best-practice.md
new file mode 100644
index 00000000000..68bf0eaad01
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-best-practice.md
@@ -0,0 +1,47 @@
+
+# Best practice for DOTS Instancing shaders
+
+It is best practice to initialize the first 64 bytes of all `unity_DOTSInstanceData` buffers to zero and leave them unused. This is because the default metadata value that Unity uses for all metadata values not specified during batch creation is zero. Specifically, when a shader loads a zero metadata value from the `UNITY_ACCESS_DOTS_INSTANCED_PROP` macro, the shader loads this value from the address `zero` because the instance index will be disregarded. Ensuring that the first 64 bytes, which is the size of the largest value type (a float4x4 matrix), are zeroes guarantees that such loads predictably return a result of zero. Otherwise, the shader could load something unpredictable, depending on what happens to be located at address zero.
+
+When using DOTS Instancing, Shader Graphs and Shaders that Unity provides use a special convention for transform matrices. To save GPU memory and bandwidth, they store these matrices using only 12 floats instead of the full 16, because four floats are always constant. These shaders expect floats formatted in such a way that the x, y, and z of each column in the matrix are stored in order. In other words, the first three floats are the x, y, and z of the first column, the next three floats are the x, y, and z of the second column, and so on. The matrices don't store the `w` element of each column. The transform matrices this affects are:
+
+* `unity_ObjectToWorld`
+* `unity_WorldToObject`
+* `unity_MatrixPreviousM`
+* `unity_MatrixPreviousMI`
+
+The following code sample includes a struct that converts regular four-by-four matrices into the 12 floats convention.
+
+```lang-csharp
+struct PackedMatrix
+{
+ public float c0x;
+ public float c0y;
+ public float c0z;
+ public float c1x;
+ public float c1y;
+ public float c1z;
+ public float c2x;
+ public float c2y;
+ public float c2z;
+ public float c3x;
+ public float c3y;
+ public float c3z;
+
+ public PackedMatrix(Matrix4x4 m)
+ {
+ c0x = m.m00;
+ c0y = m.m10;
+ c0z = m.m20;
+ c1x = m.m01;
+ c1y = m.m11;
+ c1z = m.m21;
+ c2x = m.m02;
+ c2y = m.m12;
+ c2z = m.m22;
+ c3x = m.m03;
+ c3y = m.m13;
+ c3z = m.m23;
+ }
+}
+```
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-constant.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-constant.md
new file mode 100644
index 00000000000..b559720f276
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-constant.md
@@ -0,0 +1,25 @@
+# Example of a DOTS Instancing shader that accesses constant data
+
+In this example:
+
+* The metadata value for `Color` is `0x00001000`.
+* The instance index is `5`.
+* Data for instance 0 starts at address 0x1000.
+* The most significant bit is not set so data for instance 5 is at the same address as instance 0.
+
+Because the most significant bit is not set, the accessor macros that fall back to defaults don't access `unity_DOTSInstanceData`. This means that:
+
+* `c0` will contain the value from `unity_DOTSInstanceData` address `0x1000`.
+* `c1` will contain the value of the regular material property **Color**, and cause a compile error if the Color property doesn't exist.
+* `c2` will contain `(1, 2, 3, 4)` because that was passed as the explicit default value.
+
+```
+void ExampleConstant()
+{
+ // rawMetadataValue will contain 0x00001000
+ uint rawMetadataValue = UNITY_DOTS_INSTANCED_METADATA_NAME(float4, Color);
+ float4 c0 = UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, Color);
+ float4 c1 = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, Color);
+ float4 c2 = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_CUSTOM_DEFAULT(float4, Color, float4(1, 2, 3, 4));
+}
+```
\ No newline at end of file
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-declare.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-declare.md
new file mode 100644
index 00000000000..ebc66c35443
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-declare.md
@@ -0,0 +1,29 @@
+# Declare DOTS Instancing properties in a custom shader
+
+To load instance data, such as transform matrices, the shader needs to define DOTS Instanced properties. Below is an example of a simple DOTS Instanced property block:
+
+```
+UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
+ UNITY_DOTS_INSTANCED_PROP(float4, Color)
+UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
+```
+
+To mark the beginning and end of the property block, use the `UNITY_DOTS_INSTANCING_START` and `UNITY_DOTS_INSTANCING_END` macros followed by the name of the block. The example uses the name `MaterialPropertyMetadata`. There are three allowed block names:
+
+* BuiltinPropertyMetadata
+* MaterialPropertyMetadata
+* UserPropertyMetadata
+
+The shader can declare one of each, so a DOTS Instanced shader can have between zero and three of such blocks. Unity-defined shader code doesn't use UserPropertyMetadata so this name is guaranteed to be free for you to use. URP and HDRP define BuiltinPropertyMetadata for every shader they provide and define MaterialPropertyMetadata for most of them too, so it's best practice to use UserPropertyMetadata. Your custom shaders can use all three possible names, even all at once.
+
+The block can contain any number of DOTS Instanced property definitions formatted like:
+
+```
+UNITY_DOTS_INSTANCED_PROP(PropertyType, PropertyName)
+```
+
+`PropertyType` can be any HLSL built-in type (like uint, float4, float4x4, or int2x4) except a bool vector, and `PropertyName` is the name of the DOTS Instanced property. DOTS Instanced properties are completely separate from [regular material properties](https://docs.unity3d.com/6000.0/Documentation/Manual/SL-Properties), and you can give them the same name as another regular material property. This is possible because the `UNITY_DOTS_INSTANCED_PROP` macro generates special constant names which Unity recognizes that don't conflict with other property names. Shaders that Unity provides give DOTS Instanced properties the same names as regular material properties, but you don't need to follow this convention.
+
+Internally, Unity provides the shader with a 32-bit integer metadata value for every DOTS Instanced property the shader declares. Unity sets the metadata value when your code makes a [BatchRendererGroup.AddBatch](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchRendererGroup.AddBatch) call to create the batch associated with the draw. The metadata value defaults to `0` if Unity doesn't set it. The shader also has access to `ByteAddressBuffer unity_DOTSInstanceData` which Unity sets to the GraphicsBuffer you pass as an argument to `BatchRendererGroup.AddBatch`. This buffer is typically where the shader loads the instance data from. Multiple batches can share a single GraphicsBuffer, but it is also possible for each batch to use its own separate GraphicsBuffer for `unity_DOTSInstanceData`.
+
+**Note**: Unity doesn't provide any DOTS Instanced data automatically. It's your responsibility to make sure that the `unity_DOTSInstanceData` buffer of each batch contains the correct data. Instance data must include many properties that are Unity normally provides for GameObjects, such as transform matrices, light probe coefficients, and lightmap texture coordinates.
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-functions.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-functions.md
new file mode 100644
index 00000000000..9ef9c3e842e
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-functions.md
@@ -0,0 +1,13 @@
+# DOTS Instancing shader functions reference
+
+Alongside the access macros, Unity provides shader functions that load the values of constants directly from the draw command data. Shaders that Unity provides use these functions.
+
+Unity provides the following shader functions:
+
+| **Shader function** | **Description** |
+| -------------------------------------------- | ------------------------------------------------------------ |
+| `LoadDOTSInstancedData_RenderingLayer` | Returns the [renderingLayerMask](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchFilterSettings-renderingLayerMask) for the draw command. |
+| `LoadDOTSInstancedData_MotionVectorsParams` | Returns the [motion vector generation mode](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchFilterSettings-motionMode) for the draw command. This is formatted as a float4, which is what Unity shaders expect. |
+| `LoadDOTSInstancedData_WorldTransformParams` | Returns whether to draw the instance with a flipped triangle winding. See [FlipWinding](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchDrawCommandFlags.FlipWinding). |
+| `LoadDOTSInstancedData_LightData` | Returns whether the scene's main Directional Light is active for the instance. The main light can be deactivated for multiple reasons, for example if the light already included in light maps. |
+| `LoadDOTSInstancedData_LODFade` | Returns the 8 bit crossfade value you set if the [LODCrossFade flag](https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Rendering.BatchDrawCommandFlags.LODCrossFade) is set. If the flag is not set, the return value is undefined. |
\ No newline at end of file
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-macros.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-macros.md
new file mode 100644
index 00000000000..a57bb62925f
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-macros.md
@@ -0,0 +1,11 @@
+# DOTS Instancing shader macros reference
+
+Unity provides the following access macros:
+
+| **Access macro** | **Description** |
+| ------------------------------------------------------------ | ------------------------------------------------------------ |
+| `UNITY_ACCESS_DOTS_INSTANCED_PROP(PropertyType, PropertyName)` | Returns the value loaded from `unity_DOTSInstanceData` using the layout described above. Shaders that Unity provides use this version for DOTS Instanced built-in properties that don’t have a default value to fall back on. |
+| `UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(PropertyType, PropertyName)` | Returns the same as `UNITY_ACCESS_DOTS_INSTANCED_PROP`, except if the most significant bit of the metadata value is zero, it returns a default value. The default value is the value of the regular material property with the same name as the DOTS Instanced property, which is why Shaders that Unity provides use the convention where DOTS Instanced properties have the same name as regular material properties. When using the default value, the access macro doesn't access `unity_DOTSInstanceData` at all. Shaders that Unity provides use this access macro for DOTS Instanced material properties, so the loads fall back to the value set on the material. |
+| `UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_CUSTOM_DEFAULT(PropertyType, PropertyName, DefaultValue)` | Returns the same as `UNITY_ACCESS_DOTS_INSTANCED_PROP` unless the most significant bit of the metadata value is zero, in which case this macroreturns `DefaultValue` instead, and doesn't access `unity_DOTSInstanceData`. |
+| `UNITY_DOTS_INSTANCED_METADATA_NAME(PropertyType, PropertyName)` | Returns the metadata value directly without accessing anything. This is useful for custom instance data loading schemes. |
+
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-per-instance.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-per-instance.md
new file mode 100644
index 00000000000..43eeb6f5f24
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-per-instance.md
@@ -0,0 +1,22 @@
+# Example of a DOTS Instancing shader that accesses per-instance data
+
+In this example:
+
+* The metadata value for `Color` is `0x80001000`.
+* The instance index is `5`.
+* Data for instance 0 starts at address 0x1000.
+* Data for instance 5 is at address 0x1000 + 5 * sizeof(float4) = 0x1050
+
+Because the most significant bit is already set, the accessor macros don't load defaults. This means that `c0`, `c1`, and `c2` will all have the same value, loaded from `unity_DOTSInstanceData` address `0x1050`.
+
+```
+void ExamplePerInstance()
+{
+ // rawMetadataValue will contain 0x80001000
+ uint rawMetadataValue = UNITY_DOTS_INSTANCED_METADATA_NAME(float4, Color);
+
+ float4 c0 = UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, Color);
+ float4 c1 = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_DEFAULT(float4, Color);
+ float4 c2 = UNITY_ACCESS_DOTS_INSTANCED_PROP_WITH_CUSTOM_DEFAULT(float4, Color, float4(1, 2, 3, 4));
+}
+```
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-samples.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-samples.md
new file mode 100644
index 00000000000..5b98c5f18c4
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-samples.md
@@ -0,0 +1,9 @@
+# DOTS Instancing shader examples
+
+Examples of using built-in macros to access per-instance data and constant data in DOTS Instancing shaders.
+
+| **Page** | **Description** |
+| --- | --- |
+| [Example of a DOTS Instancing shader that accesses per-instance data](dots-instancing-shaders-per-instance.md) | An example of accessing per-instance color data in a DOTS Instancing shader. |
+| [Example of a DOTS Instancing shader that accesses constant data](dots-instancing-shaders-constant.md) | An example of accessing constant color data in a DOTS Instancing shader. |
+| [Example of using UNITY_DOTS_INSTANCED_PROP macros in a DOTS Instancing shader](dots-instancing-shaders-unity-dots-instanced-prop.md) | An example of using the `UNITY_ACCESS_DOTS_INSTANCED_PROP` to specify if a property can be instanced or not at compile time. |
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-support.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-support.md
new file mode 100644
index 00000000000..a8df6dc11f8
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-support.md
@@ -0,0 +1,9 @@
+# Support DOTS Instancing in a a custom shader
+
+To support DOTS Instancing, a shader needs to do the following:
+
+* Use shader model 4.5 or newer. Specify `#pragma target 4.5` or higher.
+* Support the `DOTS_INSTANCING_ON` keyword. Declare this with `#pragma multi_compile _ DOTS_INSTANCING_ON`.
+* Declare at least one block of DOTS Instanced properties each of which has least one property. For more information, see [Declaring DOTS Instanced properties](dots-instancing-shaders-declare.md).
+
+**Note**: Shader Graphs and shaders that Unity provides in URP and HDRP support DOTS Instancing.
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-unity-dots-instanced-prop.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-unity-dots-instanced-prop.md
new file mode 100644
index 00000000000..4bd95370c76
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders-unity-dots-instanced-prop.md
@@ -0,0 +1,30 @@
+# Example of using UNITY_DOTS_INSTANCED_PROP macros in a DOTS Instancing shader
+
+The `UNITY_DOTS_INSTANCED_PROP` macro has 3 variants:
+
+* `UNITY_DOTS_INSTANCED_PROP_OVERRIDE_DISABLED(PropertyType, PropertyName)`
+* `UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED(PropertyType, PropertyName)`
+* `UNITY_DOTS_INSTANCED_PROP_OVERRIDE_REQUIRED(PropertyType, PropertyName)`
+
+These macros allow you to specify if a property can be instanced or not at compile-time. It allows the access macros such as `UNITY_ACCESS_DOTS_INSTANCED_PROP` to expand to more optimal code and can have significant impact on low-end platforms.
+
+Here is an example of a DOTS Instanced property block using all the macro variants above:
+
+```
+UNITY_DOTS_INSTANCING_START(MaterialPropertyMetadata)
+ UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED(float4, Color)
+ UNITY_DOTS_INSTANCED_PROP_OVERRIDE_DISABLED(float4, SpecColor)
+ UNITY_DOTS_INSTANCED_PROP_OVERRIDE_REQUIRED(float4, EmissionColor)
+UNITY_DOTS_INSTANCING_END(MaterialPropertyMetadata)
+```
+
+- The `Color` property can either be instanced or not. The correct loading path is selected dynamically depending on the property metadata high-bit.
+- The `SpecColor` property is not instantiable. This declaration won't add an uint32 field in the constant buffer. It is equivalent to not declaring anything at all. It can be useful to quickly disable instancing on a property without the need to modify other parts of the code.
+- The `EmissionColor` property must be instanced. The property is always loaded from the `unity_DOTSInstanceData` buffer, and no dynamic branch is ever emitted when accessing the property.
+
+By default, `UNITY_DOTS_INSTANCED_PROP` is the same as `UNITY_DOTS_INSTANCED_PROP_OVERRIDE_SUPPORTED`. This default behavior can be changed by uncommenting the define `UNITY_DOTS_INSTANCED_PROP_OVERRIDE_DISABLED_BY_DEFAULT` in "com.unity.render-pipelines.core\ShaderLibrary\UnityDOTSInstancing.hlsl". When you do this, the define is enabled, and `UNITY_DOTS_INSTANCED_PROP` becomes the same as `UNITY_DOTS_INSTANCED_PROP_OVERRIDE_DISABLED`.
+
+**Note**: When uncommenting the define `UNITY_DOTS_INSTANCED_PROP_OVERRIDE_DISABLED_BY_DEFAULT`, you might need to clear the Library folder to make sure the shaders are correctly recompiled.
+
+On low-end devices, instanced properties can have a significant performance cost. Loading from an SSBO for example, can be a lot slower than a normal constant buffer load. This is because on many low-end devices, this type of buffer load goes through texture samplers, whereas constant buffer loads uses faster hardware unless a dynamic index is used to access the buffer. Instanced properties are always loaded with dynamic indexing since it depends on the property metadata, this means they always go through the texture samplers on low-end devices.
+To better optimize your project for low-end devices, you can disable property instancing by default. To do this, enable the define `UNITY_DOTS_INSTANCED_PROP_OVERRIDE_DISABLED_BY_DEFAULT`, this sets property instancing to be disabled as default. Once this is done, you can then enable property instancing manually only for the properties that require it.
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders.md
new file mode 100644
index 00000000000..5fcb89633b4
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/dots-instancing-shaders.md
@@ -0,0 +1,18 @@
+---
+uid: um-dots-instancing-shaders
+---
+
+# DOTS Instancing shaders
+
+To render large instance counts efficiently, BRG uses a new shader instancing mode called DOTS Instancing. Every shader that BRG uses must support DOTS Instancing. In traditional instanced shaders, the shader is passed an array for each instanced property in a constant or uniform buffer, such that each element in each array contains the property value for a single instance in the draw. In DOTS Instanced shaders, Unity passes one 32-bit integer to the shader for each DOTS Instanced property. This 32-bit integer is called a metadata value. This integer can represent anything you want, but typically it represents an offset in the buffer from where the shader loads property data for the instance that the shader is rendering.
+
+DOTS Instancing has many advantages compared to traditional instancing, including the following:
+
+* The instance data is stored in a GraphicsBuffer and remains persistent on the GPU, which means that Unity doesn't need to set it up again each time it renders the instance. Setting up data only when an instance actually changes can significantly improve performance in cases where instance data changes rarely or not at all. This is much more efficient than traditional instancing, which requires an engine to set up all data for every instance every frame.
+* The process for setting up instance data is separate from setting up the draw call. This makes draw call setup lightweight and efficient. BRG makes this possible with a special fast path of the SRP Batcher that only does a minimal amount of work for each draw call. The responsibility for this work moves to you and gives you more control over what to render in each draw call.
+* The size of a draw call is no longer limited by how much instance data can fit in a constant or uniform buffer. This makes it possible for BRG to render larger instance counts with a single draw call.
+ **Note**: The number of instance indices still limits the draw call size, since each index still requires some data. However, an index consumes far less memory than a full set of instanced properties which means many more instances can fit inside a constant or uniform buffer. For example, each index requires 16 byes so if the memory limit for a buffer on a particular platform is 64kb, 4096 indices can fit in the buffer.
+* If every instance uses the same value for a given property, it is possible to have all instances load the value from the same place in memory. This saves memory and the number of GPU cycles spent duplicating the value for each instance.
+
+
+
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/reduce-draw-calls-landing-hdrp.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/reduce-draw-calls-landing-hdrp.md
new file mode 100644
index 00000000000..31eccf1d096
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/reduce-draw-calls-landing-hdrp.md
@@ -0,0 +1,8 @@
+# Optimizing draw calls
+
+Techniques for speeding up rendering by reducing the number of drawing commands the CPU sends to the GPU.
+
+| **Page**| **Description**|
+|-|-|
+| [Scriptable Render Pipeline Batcher](SRPBatcher-landing.md) | Resources for using the Scriptable Render Pipeline (SRP) Batcher to reduce the number of render state changes between draw calls. |
+| [BatchRendererGroup API](batch-renderer-group.md)| Resources for using the `BatchRendererGroup` API to reduce the number of batches in the SRP Batcher. |
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-debugger-window-reference.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-debugger-window-reference.md
index 18feeaa26c5..7cd61d6725d 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-debugger-window-reference.md
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-debugger-window-reference.md
@@ -133,7 +133,7 @@ The **Material** panel has tools that you can use to visualize different Materia
These parameters only appear when you set the Material Debug Option to Rendering Layers.
- Filter with Light Layers from Selected Light
+ Filter Light Layers by Light
Enable the checkbox to visualize GameObjects that the selected light affects.
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/eye-material-type.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/eye-material-type.md
index 2def46fadec..ad8b6b8111d 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/eye-material-type.md
+++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/eye-material-type.md
@@ -2,5 +2,5 @@
Material Type
-Specifies the method HDRP uses to calculate the lighting in the eye's iris: • Eye : Uses a low resource-intensity method to calculate caustics. • Eye Cinematic : Refracts incoming light to create more realistic lighting. This is the algorithm used in The Heretic . This method is more resource-intensive than Eye . • Eye Cinematic With Caustic : Uses refracted light direction and caustic approximation to shade the iris. This is the algorithm used in Enemies . This method is the the most resource intensive.
+Specifies the method HDRP uses to calculate the lighting in the eye's iris: • Eye : Uses a low resource-intensity method to calculate caustics. • Eye Cinematic : Refracts incoming light to create more realistic lighting. This is the algorithm used in The Heretic . This method is more resource-intensive than Eye . • Eye Cinematic With Caustic : Uses refracted light direction and caustic approximation to shade the iris. This is the algorithm used in Enemies . This method is the most resource intensive.
diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ReflectionProxyVolumeComponentEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ReflectionProxyVolumeComponentEditor.cs
index 30be6cc4a37..8aa8885da5b 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ReflectionProxyVolumeComponentEditor.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/ReflectionProxyVolumeComponentEditor.cs
@@ -70,30 +70,12 @@ static void DrawGizmosSelected(ReflectionProxyVolumeComponent proxyVolumeCompone
case ProxyShape.Box:
s_BoxHandle.Value.center = Quaternion.Inverse(tr.rotation) * tr.position;
s_BoxHandle.Value.size = prox.boxSize;
- EditorGUI.BeginChangeCheck();
s_BoxHandle.Value.DrawHull(true);
- s_BoxHandle.Value.DrawHandle();
- if (EditorGUI.EndChangeCheck())
- {
- Undo.RecordObjects(new Object[] {tr, comp}, "Update Proxy Volume Size");
- tr.position = tr.rotation * s_BoxHandle.Value.center;
- prox.boxSize = s_BoxHandle.Value.size;
- }
-
break;
case ProxyShape.Sphere:
- s_SphereHandle.Value.center = Quaternion.Inverse(tr.rotation) * tr.position;
+ s_SphereHandle.Value.center = tr.position;
s_SphereHandle.Value.radius = prox.sphereRadius;
- EditorGUI.BeginChangeCheck();
s_SphereHandle.Value.DrawHull(true);
- s_SphereHandle.Value.DrawHandle();
- if (EditorGUI.EndChangeCheck())
- {
- Undo.RecordObjects(new Object[] {tr, comp}, "Update Proxy Volume Size");
- tr.position = tr.rotation * s_SphereHandle.Value.center;
- prox.sphereRadius = s_SphereHandle.Value.radius;
- }
-
break;
case ProxyShape.Infinite:
break;
@@ -102,5 +84,47 @@ static void DrawGizmosSelected(ReflectionProxyVolumeComponent proxyVolumeCompone
}
}
}
+
+ void OnSceneGUI()
+ {
+ foreach (var comp in s_TypedTargets)
+ {
+ var tr = comp.transform;
+ var prox = comp.proxyVolume;
+
+ using (new Handles.DrawingScope(Matrix4x4.TRS(Vector3.zero, comp.transform.rotation, Vector3.one)))
+ {
+ switch (prox.shape)
+ {
+ case ProxyShape.Box:
+ EditorGUI.BeginChangeCheck();
+ s_BoxHandle.Value.center = Quaternion.Inverse(tr.rotation) * tr.position;
+ s_BoxHandle.Value.size = prox.boxSize;
+ s_BoxHandle.Value.DrawHandle();
+ if (EditorGUI.EndChangeCheck())
+ {
+ Undo.RecordObjects(new Object[] { tr, comp }, "Update Proxy Volume Size");
+ tr.position = tr.rotation * s_BoxHandle.Value.center;
+ prox.boxSize = s_BoxHandle.Value.size;
+ }
+ break;
+ case ProxyShape.Sphere:
+ EditorGUI.BeginChangeCheck();
+ s_SphereHandle.Value.center = Quaternion.Inverse(tr.rotation) * tr.position;
+ s_SphereHandle.Value.radius = prox.sphereRadius;
+ s_SphereHandle.Value.DrawHandle();
+ if (EditorGUI.EndChangeCheck())
+ {
+ Undo.RecordObjects(new Object[] { tr, comp }, "Update Proxy Volume Size");
+ tr.position = tr.rotation * s_SphereHandle.Value.center;
+ prox.sphereRadius = s_SphereHandle.Value.radius;
+ }
+ break;
+ case ProxyShape.Infinite:
+ break;
+ }
+ }
+ }
+ }
}
}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Canvas/ShaderGraph/HDCanvasSubTarget.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Canvas/ShaderGraph/HDCanvasSubTarget.cs
index 3c9397b9c0d..8b7ee534bc1 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Canvas/ShaderGraph/HDCanvasSubTarget.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Canvas/ShaderGraph/HDCanvasSubTarget.cs
@@ -67,6 +67,8 @@ protected override DefineCollection GetAdditionalDefines()
var result = new DefineCollection();
if (canvasData.alphaClip)
result.Add(CoreKeywordDescriptors.AlphaTest, 1);
+
+ result.Add(base.GetAdditionalDefines());
return result;
}
public override void GetActiveBlocks(ref TargetActiveBlockContext context)
diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/DepthOfFieldEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/DepthOfFieldEditor.cs
index 7193e8321f8..1e8d19c6766 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/DepthOfFieldEditor.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/DepthOfFieldEditor.cs
@@ -53,6 +53,8 @@ static partial class Styles
SerializedDataParameter m_Resolution;
SerializedDataParameter m_PhysicallyBased;
SerializedDataParameter m_LimitManualRangeNearBlur;
+ SerializedDataParameter m_AdaptiveSamplingWeight;
+ SerializedDataParameter m_CoCStabilization;
public override void OnEnable()
{
@@ -77,7 +79,8 @@ public override void OnEnable()
m_Resolution = Unpack(o.Find("m_Resolution"));
m_PhysicallyBased = Unpack(o.Find("m_PhysicallyBased"));
m_LimitManualRangeNearBlur = Unpack(o.Find("m_LimitManualRangeNearBlur"));
-
+ m_AdaptiveSamplingWeight = Unpack(o.Find("m_AdaptiveSamplingWeight"));
+ m_CoCStabilization = Unpack(o.Find(x => x.coCStabilization));
base.OnEnable();
}
@@ -175,19 +178,6 @@ void DrawFocusSettings(int mode)
}
}
- void PropertyPBRDofResolution(SerializedDataParameter property)
- {
- using (var scope = new OverridablePropertyScope(property, Styles.PbrDofResolutionTitle, this))
- {
- if (!scope.displayed)
- return;
-
- bool isHighResolution = property.value.intValue <= (int)DepthOfFieldResolution.Half;
- isHighResolution = EditorGUILayout.Toggle(Styles.PbrDofResolutionTitle, isHighResolution);
- property.value.intValue = isHighResolution ? Math.Min((int)DepthOfFieldResolution.Half, property.value.intValue) : (int)DepthOfFieldResolution.Quarter;
- }
- }
-
void DrawQualitySettings()
{
using (new QualityScope(this))
@@ -197,12 +187,10 @@ void DrawQualitySettings()
PropertyField(m_FarSampleCount, Styles.k_FarSampleCount);
PropertyField(m_FarMaxBlur, Styles.k_FarMaxBlur);
PropertyField(m_PhysicallyBased);
+ PropertyField(m_Resolution);
if (m_PhysicallyBased.value.boolValue)
- PropertyPBRDofResolution(m_Resolution);
- else
- PropertyField(m_Resolution);
+ PropertyField(m_AdaptiveSamplingWeight);
- PropertyField(m_HighQualityFiltering);
if (m_PhysicallyBased.value.boolValue)
{
if (BeginAdditionalPropertiesScope())
@@ -212,11 +200,17 @@ void DrawQualitySettings()
}
EndAdditionalPropertiesScope();
}
+ else
+ {
+ PropertyField(m_HighQualityFiltering);
+ }
if (m_FocusMode.value.intValue == (int)DepthOfFieldMode.Manual && !m_PhysicallyBased.value.boolValue)
{
PropertyField(m_LimitManualRangeNearBlur);
}
+
+ PropertyField(m_CoCStabilization);
}
}
@@ -230,7 +224,6 @@ public override QualitySettingsBlob SaveCustomQualitySettingsAsObject(QualitySet
settings.Save(m_FarSampleCount);
settings.Save(m_FarMaxBlur);
settings.Save(m_Resolution);
- settings.Save(m_HighQualityFiltering);
settings.Save(m_PhysicallyBased);
settings.Save(m_LimitManualRangeNearBlur);
@@ -244,7 +237,6 @@ public override void LoadSettingsFromObject(QualitySettingsBlob settings)
settings.TryLoad(ref m_FarSampleCount);
settings.TryLoad(ref m_FarMaxBlur);
settings.TryLoad(ref m_Resolution);
- settings.TryLoad(ref m_HighQualityFiltering);
settings.TryLoad(ref m_PhysicallyBased);
settings.TryLoad(ref m_LimitManualRangeNearBlur);
}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs
index bea27bc4811..381a8db2506 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs
@@ -395,10 +395,10 @@ internal static HDCamera[] GetDisplayedCameras()
var type = assembly.GetType("UnityEditor.GameView");
var targetDisplayProp = type.GetProperty("targetDisplay");
- foreach (EditorWindow gameView in Resources.FindObjectsOfTypeAll(type))
+ // This is an optimization to retrieve only the first gameView, to avoid a call to exepensive Resources.FindObjectsOfTypeAll causing lots of slow UI in OnInpsectorGUI calls.
+ EditorWindow gameView = EditorWindow.GetWindow(type);
+ if (gameView.hasFocus)
{
- if (!gameView.hasFocus) continue;
-
var targetDisplay = (int)targetDisplayProp.GetValue(gameView);
foreach (var camera in HDCamera.GetHDCameras())
{
diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs
index b229fa96120..cc23e11f955 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs
@@ -55,6 +55,7 @@ public class Styles
public static readonly GUIContent sampleCountQuality = EditorGUIUtility.TrTextContent("Sample Count");
public static readonly GUIContent pbrResolutionQualityTitle = EditorGUIUtility.TrTextContent("Enable High Resolution");
public static readonly GUIContent resolutionQuality = EditorGUIUtility.TrTextContent("Resolution");
+ public static readonly GUIContent adaptiveSamplingWeight = EditorGUIUtility.TrTextContent("Adaptive Sampling Weight");
public static readonly GUIContent highQualityPrefiltering = EditorGUIUtility.TrTextContent("High Quality Prefiltering");
public static readonly GUIContent highQualityFiltering = EditorGUIUtility.TrTextContent("High Quality Filtering");
public static readonly GUIContent dofPhysicallyBased = EditorGUIUtility.TrTextContent("Physically Based");
diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs
index e7b93a2756b..097913ed3f2 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs
@@ -383,7 +383,7 @@ static void Drawer_SectionShadows(SerializedHDRenderPipelineAsset serialized, Ed
EditorGUI.BeginChangeCheck();
EditorGUILayout.DelayedIntField(serialized.renderPipelineSettings.hdShadowInitParams.maxShadowRequests, Styles.maxRequestContent);
if (EditorGUI.EndChangeCheck())
- serialized.renderPipelineSettings.hdShadowInitParams.maxShadowRequests.intValue = Mathf.Max(1, serialized.renderPipelineSettings.hdShadowInitParams.maxShadowRequests.intValue);
+ serialized.renderPipelineSettings.hdShadowInitParams.maxShadowRequests.intValue = Mathf.Max(1, Mathf.Min(65536, serialized.renderPipelineSettings.hdShadowInitParams.maxShadowRequests.intValue));
if (!serialized.renderPipelineSettings.supportedLitShaderMode.hasMultipleDifferentValues)
{
@@ -1126,16 +1126,15 @@ static void DrawDepthOfFieldQualitySetting(SerializedHDRenderPipelineAsset seria
}
EditorGUILayout.PropertyField(serialized.renderPipelineSettings.postProcessQualitySettings.DoFPhysicallyBased.GetArrayElementAtIndex(tier), Styles.dofPhysicallyBased);
+ EditorGUILayout.PropertyField(serialized.renderPipelineSettings.postProcessQualitySettings.DoFResolution.GetArrayElementAtIndex(tier), Styles.resolutionQuality);
if (serialized.renderPipelineSettings.postProcessQualitySettings.DoFPhysicallyBased.GetArrayElementAtIndex(tier).boolValue)
{
- int currentResolution = serialized.renderPipelineSettings.postProcessQualitySettings.DoFResolution.GetArrayElementAtIndex(tier).intValue;
- bool isHighResolution = currentResolution <= (int)DepthOfFieldResolution.Half;
- isHighResolution = EditorGUILayout.Toggle(Styles.pbrResolutionQualityTitle, isHighResolution);
- serialized.renderPipelineSettings.postProcessQualitySettings.DoFResolution.GetArrayElementAtIndex(tier).intValue = isHighResolution ? Math.Min((int)DepthOfFieldResolution.Half, currentResolution) : (int)DepthOfFieldResolution.Quarter;
+ EditorGUILayout.PropertyField(serialized.renderPipelineSettings.postProcessQualitySettings.AdaptiveSamplingWeight.GetArrayElementAtIndex(tier), Styles.adaptiveSamplingWeight);
}
else
- EditorGUILayout.PropertyField(serialized.renderPipelineSettings.postProcessQualitySettings.DoFResolution.GetArrayElementAtIndex(tier), Styles.resolutionQuality);
- EditorGUILayout.PropertyField(serialized.renderPipelineSettings.postProcessQualitySettings.DoFHighFilteringQuality.GetArrayElementAtIndex(tier), Styles.highQualityFiltering);
+ {
+ EditorGUILayout.PropertyField(serialized.renderPipelineSettings.postProcessQualitySettings.DoFHighFilteringQuality.GetArrayElementAtIndex(tier), Styles.highQualityFiltering);
+ }
EditorGUILayout.PropertyField(serialized.renderPipelineSettings.postProcessQualitySettings.LimitManualRangeNearBlur.GetArrayElementAtIndex(tier), Styles.limitNearBlur);
}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedPostProcessingQualitySettings.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedPostProcessingQualitySettings.cs
index 04bd61670f0..5e1886115e9 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedPostProcessingQualitySettings.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedPostProcessingQualitySettings.cs
@@ -16,6 +16,7 @@ class SerializedPostProcessingQualitySettings
public SerializedProperty DoFHighFilteringQuality;
public SerializedProperty DoFPhysicallyBased;
public SerializedProperty LimitManualRangeNearBlur;
+ public SerializedProperty AdaptiveSamplingWeight;
// Motion Blur
public SerializedProperty MotionBlurSampleCount;
@@ -41,6 +42,7 @@ public SerializedPostProcessingQualitySettings(SerializedProperty root)
DoFHighFilteringQuality = root.Find((GlobalPostProcessingQualitySettings s) => s.DoFHighQualityFiltering);
DoFPhysicallyBased = root.Find((GlobalPostProcessingQualitySettings s) => s.DoFPhysicallyBased);
LimitManualRangeNearBlur = root.Find((GlobalPostProcessingQualitySettings s) => s.LimitManualRangeNearBlur);
+ AdaptiveSamplingWeight = root.Find((GlobalPostProcessingQualitySettings s) => s.AdaptiveSamplingWeight);
// Motion Blur
MotionBlurSampleCount = root.Find((GlobalPostProcessingQualitySettings s) => s.MotionBlurSampleCount);
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
index 947dec97932..c8173c9842c 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
@@ -136,6 +136,8 @@ public enum FullScreenDebugMode
ColorLog,
/// Display Depth of Field circle of confusion.
DepthOfFieldCoc,
+ /// Display Depth of Field tile classification. Red is slow in-focus, green is fast de-focus and blue is fast in-focus.
+ DepthOfFieldTileClassification,
/// Display Transparency Overdraw.
TransparencyOverdraw,
/// Display Quad Overdraw.
@@ -1242,7 +1244,7 @@ static class LightingStrings
public static readonly NameAndTooltip LightHierarchyDebugMode = new() { name = "Light Hierarchy Debug Mode", tooltip = "Use the drop-down to select a light type to show the direct lighting for or a Reflection Probe type to show the indirect lighting for." };
public static readonly NameAndTooltip LightLayersVisualization = new() { name = "Light Layers Visualization", tooltip = "Visualize the light layers of GameObjects in your Scene." };
- public static readonly NameAndTooltip LightLayersUseSelectedLight = new() { name = "Filter with Light Layers from Selected Light", tooltip = "Highlight Renderers affected by the selected light." };
+ public static readonly NameAndTooltip LightLayersUseSelectedLight = new() { name = "Filter Light Layers by Light", tooltip = "Highlight Renderers affected by the selected light." };
public static readonly NameAndTooltip LightLayersSwitchToLightShadowLayers = new() { name = "Use Light's Shadow Layer Mask", tooltip = "Highlight Renderers that cast shadows for the selected light." };
public static readonly NameAndTooltip LightLayersFilterLayers = new() { name = "Filter Layers", tooltip = "Use the drop-down to filter light layers that you want to visialize." };
public static readonly NameAndTooltip LightLayersColor = new() { name = "Layers Color", tooltip = "Select the display color of each light layer." };
@@ -2335,7 +2337,7 @@ internal bool DebugNeedsExposure()
(data.fullScreenDebugMode == FullScreenDebugMode.PreRefractionColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.FinalColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.VolumetricClouds ||
data.fullScreenDebugMode == FullScreenDebugMode.TransparentScreenSpaceReflections || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceReflections || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceReflectionsPrev || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceReflectionsAccum || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceReflectionSpeedRejection ||
data.fullScreenDebugMode == FullScreenDebugMode.LightCluster || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceShadows || data.fullScreenDebugMode == FullScreenDebugMode.NanTracker || data.fullScreenDebugMode == FullScreenDebugMode.ColorLog || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceGlobalIllumination || data.fullScreenDebugMode == FullScreenDebugMode.LensFlareScreenSpace ||
- data.fullScreenDebugMode == FullScreenDebugMode.VolumetricFog || data.fullScreenDebugMode == FullScreenDebugMode.STP);
+ data.fullScreenDebugMode == FullScreenDebugMode.VolumetricFog || data.fullScreenDebugMode == FullScreenDebugMode.STP || data.fullScreenDebugMode == FullScreenDebugMode.DepthOfFieldTileClassification);
}
}
}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl
index 84541180343..7c512c5ee54 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl
@@ -37,21 +37,22 @@
#define FULLSCREENDEBUGMODE_NAN_TRACKER (27)
#define FULLSCREENDEBUGMODE_COLOR_LOG (28)
#define FULLSCREENDEBUGMODE_DEPTH_OF_FIELD_COC (29)
-#define FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW (30)
-#define FULLSCREENDEBUGMODE_QUAD_OVERDRAW (31)
-#define FULLSCREENDEBUGMODE_LOCAL_VOLUMETRIC_FOG_OVERDRAW (32)
-#define FULLSCREENDEBUGMODE_VERTEX_DENSITY (33)
-#define FULLSCREENDEBUGMODE_REQUESTED_VIRTUAL_TEXTURE_TILES (34)
-#define FULLSCREENDEBUGMODE_LENS_FLARE_DATA_DRIVEN (35)
-#define FULLSCREENDEBUGMODE_LENS_FLARE_SCREEN_SPACE (36)
-#define FULLSCREENDEBUGMODE_COMPUTE_THICKNESS (37)
-#define FULLSCREENDEBUGMODE_HIGH_QUALITY_LINES (38)
-#define FULLSCREENDEBUGMODE_STP (39)
-#define FULLSCREENDEBUGMODE_MAX_RENDERING_FULL_SCREEN_DEBUG (40)
-#define FULLSCREENDEBUGMODE_MIN_MATERIAL_FULL_SCREEN_DEBUG (41)
-#define FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR (42)
-#define FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR (43)
-#define FULLSCREENDEBUGMODE_MAX_MATERIAL_FULL_SCREEN_DEBUG (44)
+#define FULLSCREENDEBUGMODE_DEPTH_OF_FIELD_TILE_CLASSIFICATION (30)
+#define FULLSCREENDEBUGMODE_TRANSPARENCY_OVERDRAW (31)
+#define FULLSCREENDEBUGMODE_QUAD_OVERDRAW (32)
+#define FULLSCREENDEBUGMODE_LOCAL_VOLUMETRIC_FOG_OVERDRAW (33)
+#define FULLSCREENDEBUGMODE_VERTEX_DENSITY (34)
+#define FULLSCREENDEBUGMODE_REQUESTED_VIRTUAL_TEXTURE_TILES (35)
+#define FULLSCREENDEBUGMODE_LENS_FLARE_DATA_DRIVEN (36)
+#define FULLSCREENDEBUGMODE_LENS_FLARE_SCREEN_SPACE (37)
+#define FULLSCREENDEBUGMODE_COMPUTE_THICKNESS (38)
+#define FULLSCREENDEBUGMODE_HIGH_QUALITY_LINES (39)
+#define FULLSCREENDEBUGMODE_STP (40)
+#define FULLSCREENDEBUGMODE_MAX_RENDERING_FULL_SCREEN_DEBUG (41)
+#define FULLSCREENDEBUGMODE_MIN_MATERIAL_FULL_SCREEN_DEBUG (42)
+#define FULLSCREENDEBUGMODE_VALIDATE_DIFFUSE_COLOR (43)
+#define FULLSCREENDEBUGMODE_VALIDATE_SPECULAR_COLOR (44)
+#define FULLSCREENDEBUGMODE_MAX_MATERIAL_FULL_SCREEN_DEBUG (45)
// Generated from UnityEngine.Rendering.HighDefinition.ShaderVariablesDebugDisplay
// PackingRules = Exact
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader
index 323557ce27c..089f050ff1f 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader
@@ -398,6 +398,11 @@ Shader "Hidden/HDRP/DebugFullScreen"
return float4(color, 1.0);
}
+ if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_DEPTH_OF_FIELD_TILE_CLASSIFICATION)
+ {
+ float3 color = SAMPLE_TEXTURE2D_X(_DebugFullScreenTexture, s_point_clamp_sampler, input.texcoord).rgb;
+ return float4(color, 1.0);
+ }
if (_FullScreenDebugMode == FULLSCREENDEBUGMODE_CONTACT_SHADOWS)
{
uint2 samplePosition = (uint2)((input.texcoord.xy / _RTHandleScale.xy) * _DebugViewportSize.xy);
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
index 5def133f046..d1fb561e8fa 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl
@@ -316,9 +316,6 @@ SHADOW_TYPE EvaluateShadow_Directional( LightLoopContext lightLoopContext, Posit
shadow = lightLoopContext.shadowValue;
#ifdef SHADOWS_SHADOWMASK
- float3 camToPixel = posInput.positionWS - GetPrimaryCameraPosition();
- float distanceCamToPixel2 = dot(camToPixel, camToPixel);
-
int shadowSplitIndex = lightLoopContext.shadowContext.shadowSplitIndex;
if (shadowSplitIndex < 0)
{
@@ -326,7 +323,12 @@ SHADOW_TYPE EvaluateShadow_Directional( LightLoopContext lightLoopContext, Posit
}
else if (shadowSplitIndex == int(_CascadeShadowCount) - 1)
{
- float fade = lightLoopContext.shadowContext.fade;
+ // float fade = lightLoopContext.shadowContext.fade;
+ float3 camToPixel = posInput.positionWS - GetPrimaryCameraPosition();
+ float distanceCamToPixel2 = dot(camToPixel, camToPixel);
+
+ HDDirectionalShadowData dsd = lightLoopContext.shadowContext.directionalShadowData;
+ float fade = saturate(distanceCamToPixel2 * dsd.fadeScale + dsd.fadeBias);
// In the transition code (both dithering and blend) we use shadow = lerp( shadow, 1.0, fade ) for last transition
// mean if we expend the code we have (shadow * (1 - fade) + fade). Here to make transition with shadow mask
// we will remove fade and add fade * shadowMask which mean we do a lerp with shadow mask
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl
index a49b0d15241..61556bdfd96 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl
@@ -257,6 +257,12 @@ int EvalShadow_GetSplitIndex(HDShadowContext shadowContext, int index, float3 po
void LoadDirectionalShadowDatas(inout HDShadowData sd, HDShadowContext shadowContext, int index)
{
+ sd.rot0 = shadowContext.shadowDatas[index].rot0;
+ sd.rot1 = shadowContext.shadowDatas[index].rot1;
+ sd.rot2 = shadowContext.shadowDatas[index].rot2;
+
+ sd.shadowToWorld = shadowContext.shadowDatas[index].shadowToWorld;
+
sd.proj = shadowContext.shadowDatas[index].proj;
sd.pos = shadowContext.shadowDatas[index].pos;
sd.worldTexelSize = shadowContext.shadowDatas[index].worldTexelSize;
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
index 8bd8233abac..0034a8ba3e4 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs
@@ -111,6 +111,9 @@ unsafe struct HDDirectionalShadowData
[HLSLArray(4, typeof(float))]
[SurfaceDataAttributes(precision = FieldPrecision.Real)]
public fixed float cascadeBorders[4];
+
+ public float fadeScale;
+ public float fadeBias;
}
struct HDShadowCullingSplit
@@ -702,6 +705,13 @@ public void InitShadowManager(HDRenderPipeline renderPipeline, HDShadowInitParam
// Even when shadows are disabled (maxShadowRequests == 0) we need to allocate compute buffers to avoid having
// resource not bound errors when dispatching a compute shader.
+ if (initParams.maxShadowRequests > 65536)
+ {
+ initParams.maxShadowRequests = 65536;
+#if UNITY_EDITOR || DEVELOPMENT_BUILD
+ Debug.LogWarning("The 'Maximum Shadows on Screen' value has been clamped to 65536 in order not to exceed the maximum size of the buffer.");
+#endif
+ }
m_ShadowDataBuffer = new ComputeBuffer(Mathf.Max(initParams.maxShadowRequests, 1), System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDShadowData)));
m_DirectionalShadowDataBuffer = new ComputeBuffer(1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDDirectionalShadowData)));
m_MaxShadowRequests = initParams.maxShadowRequests;
@@ -1153,7 +1163,10 @@ unsafe public void PrepareGPUShadowDatas(CullingResults cullResults, HDCamera ca
else
m_DirectionalShadowData.cascadeDirection = Vector4.zero;
- m_DirectionalShadowData.cascadeDirection.w = camera.volumeStack.GetComponent().cascadeShadowSplitCount.value;
+ HDShadowSettings shadowSettings = camera.volumeStack.GetComponent();
+ m_DirectionalShadowData.cascadeDirection.w = shadowSettings.cascadeShadowSplitCount.value;
+
+ GetShadowFadeScaleAndBias(shadowSettings, out m_DirectionalShadowData.fadeScale, out m_DirectionalShadowData.fadeBias);
if (m_ShadowRequestCount > 0)
{
@@ -1164,6 +1177,45 @@ unsafe public void PrepareGPUShadowDatas(CullingResults cullResults, HDCamera ca
}
}
+ void GetShadowFadeScaleAndBias(HDShadowSettings shadowSettings, out float scale, out float bias)
+ {
+ float maxShadowDistance = shadowSettings.maxShadowDistance.value;
+ float maxShadowDistanceSq = maxShadowDistance * maxShadowDistance;
+ float cascadeBorder;
+ int splitCount = shadowSettings.cascadeShadowSplitCount.value;
+ if (splitCount == 4)
+ cascadeBorder = shadowSettings.cascadeShadowBorder3.value;
+ else if (splitCount == 3)
+ cascadeBorder = shadowSettings.cascadeShadowBorder2.value;
+ else if (splitCount == 2)
+ cascadeBorder = shadowSettings.cascadeShadowBorder1.value;
+ else
+ cascadeBorder = shadowSettings.cascadeShadowBorder0.value;
+
+ GetScaleAndBiasForLinearDistanceFade(maxShadowDistanceSq, cascadeBorder, out scale, out bias);
+ }
+
+ void GetScaleAndBiasForLinearDistanceFade(float fadeDistance, float border, out float scale, out float bias)
+ {
+ // To avoid division from zero
+ // This values ensure that fade within cascade will be 0 and outside 1
+ if (border < 0.0001f)
+ {
+ float multiplier = 1000f; // To avoid blending if difference is in fractions
+ scale = multiplier;
+ bias = -fadeDistance * multiplier;
+ return;
+ }
+
+ border = 1 - border;
+ border *= border;
+
+ // Fade with distance calculation is just a linear fade from 90% of fade distance to fade distance. 90% arbitrarily chosen but should work well enough.
+ float distanceFadeNear = border * fadeDistance;
+ scale = 1.0f / (fadeDistance - distanceFadeNear);
+ bias = -distanceFadeNear / (fadeDistance - distanceFadeNear);
+ }
+
public void PushGlobalParameters(CommandBuffer cmd)
{
// This code must be in sync with HDShadowContext.hlsl
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs.hlsl
index b48233628bb..2a5f61bb325 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs.hlsl
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs.hlsl
@@ -11,6 +11,8 @@ struct HDDirectionalShadowData
float4 sphereCascades[4];
real4 cascadeDirection;
real cascadeBorders[4];
+ float fadeScale;
+ float fadeBias;
};
// Generated from UnityEngine.Rendering.HighDefinition.HDShadowData
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricCloudsTrace.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricCloudsTrace.compute
index 9bf63da4cc4..f82c83cf341 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricCloudsTrace.compute
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricCloudsTrace.compute
@@ -106,6 +106,7 @@ void RenderClouds(uint3 traceCoord : SV_DispatchThreadID, int groupIndex : SV_Gr
_CloudsLightingTextureRW[COORD_TEXTURE2D_X(traceCoord.xy)] = result.scattering;
// Compute the cloud depth
- float depth = result.invalidRay ? UNITY_RAW_FAR_CLIP_VALUE : EncodeInfiniteDepth(result.meanDistance, _CloudNearPlane);
+ float cloudDepth = result.meanDistance * dot(ray.direction, -UNITY_MATRIX_V[2].xyz); // Distance to depth
+ float depth = result.invalidRay ? UNITY_RAW_FAR_CLIP_VALUE : EncodeInfiniteDepth(cloudDepth, _CloudNearPlane);
_CloudsDepthTextureRW[COORD_TEXTURE2D_X(traceCoord.xy)] = float2(depth, result.transmittance);
}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricCloudsUtilities.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricCloudsUtilities.hlsl
index d9eaeeca600..610fee6b10b 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricCloudsUtilities.hlsl
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricCloudsUtilities.hlsl
@@ -63,8 +63,12 @@ float EvaluateFinalTransmittance(float2 finalCoord, float transmittance)
float resultLuminance = FastTonemapPerChannel(luminance) * transmittance;
resultLuminance = FastTonemapPerChannelInvert(resultLuminance);
+ // By softening the transmittance attenuation curve for pixels adjacent to cloud boundaries when the luminance is super high,
+ // We can prevent sun flicker and improve perceptual blending. (https://www.desmos.com/calculator/vmly6erwdo)
+ float finalTransmittance = max(resultLuminance / luminance, pow(transmittance, 6));
+
// This approach only makes sense if the color is not black
- transmittance = lerp(transmittance, resultLuminance / luminance, _ImprovedTransmittanceBlend);
+ transmittance = lerp(transmittance, finalTransmittance, _ImprovedTransmittanceBlend);
}
#endif
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/DepthOfField.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/DepthOfField.cs
index bda5bb28cb2..a0edc34be87 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/DepthOfField.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/DepthOfField.cs
@@ -73,12 +73,6 @@ public enum FocusDistanceMode
[HDRPHelpURL("Post-Processing-Depth-of-Field")]
public sealed class DepthOfField : VolumeComponentWithQuality, IPostProcessComponent
{
- // Sampling ratios for adaptive sampling.
- // X: ratio of the sharp part tiles of PBR dof that have high variance of CoC.
- // Y: ratio of the blurry / sharp tiles that have low variance of CoC.
- internal static Vector2 s_HighQualityAdaptiveSamplingWeights = new Vector2(4.0f, 1.0f);
- internal static Vector2 s_LowQualityAdaptiveSamplingWeights = new Vector2(1.0f, 0.75f);
-
///
/// Specifies the mode that HDRP uses to set the focus for the depth of field effect.
///
@@ -237,7 +231,7 @@ public bool highQualityFiltering
}
set { m_HighQualityFiltering.value = value; }
}
-
+
///
/// When enabled, HDRP uses a more accurate but slower physically based method to compute the depth of field effect.
///
@@ -258,6 +252,27 @@ public bool physicallyBased
set { m_PhysicallyBased.value = value; }
}
+ ///
+ /// The adaptive sampling weight is a factor that modifies the number of samples in the depth of field depending
+ /// on the radius of the blur. Higher values will reduce the noise in the depth of field but increases its cost.
+ ///
+ public float adaptiveSamplingWeight
+ {
+ get
+ {
+ if (!UsesQualitySettings())
+ {
+ return m_AdaptiveSamplingWeight.value;
+ }
+ else
+ {
+ int qualityLevel = (int)quality.levelAndOverride.level;
+ return GetPostProcessingQualitySettings().AdaptiveSamplingWeight[qualityLevel];
+ }
+ }
+ set { m_AdaptiveSamplingWeight.value = value; }
+ }
+
///
/// Adjust near blur CoC based on depth distance when manual, non-physical mode is used.
///
@@ -297,7 +312,6 @@ public DepthOfFieldResolution resolution
}
}
-
[Header("Near Blur")]
[Tooltip("Sets the number of samples to use for the near field.")]
[SerializeField, FormerlySerializedAs("nearSampleCount")]
@@ -335,11 +349,25 @@ public DepthOfFieldResolution resolution
[SerializeField]
BoolParameter m_PhysicallyBased = new BoolParameter(false);
+ [AdditionalProperty]
+ [Tooltip("When enabled, HDRP uses a more accurate but slower physically based algorithm to compute the depth of field effect.")]
+ [SerializeField]
+ FloatParameter m_AdaptiveSamplingWeight = new ClampedFloatParameter(0.75f, 0.5f, 4f);
+
[AdditionalProperty]
[Tooltip("Adjust near blur CoC based on depth distance when manual, non-physical mode is used.")]
[SerializeField]
BoolParameter m_LimitManualRangeNearBlur = new BoolParameter(false);
+ ///
+ /// Enables the Circle of Confusion Reprojection used when anti-aliasing or an upsampling technique requiring jittering (TAA, DLSS, STP, etc.) is enabled. Disabling this option can get rid of ghosting artifacts in the depth of field."
+ ///
+ [AdditionalProperty]
+ [Tooltip("Enables the CoC Reprojection used when anti-aliasing or an upsampling technique requiring jittering (TAA, DLSS, STP, etc.) is enabled. Disabling this option can get rid of ghosting artifacts in the depth of field.")]
+ [SerializeField]
+ [InspectorName("CoC Stabilization")]
+ public BoolParameter coCStabilization = new BoolParameter(true);
+
///
/// Tells if the effect needs to be rendered or not.
///
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute
index 38edc4b5986..9681b96b00e 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute
@@ -27,7 +27,8 @@ float3 BilinearSample(float2 uv, float2 offset, out float weight)
#ifdef ENABLE_ALPHA
// When alpha is enabled, regions with zero alpha should not generate any bloom / glow. Therefore we pre-multipy the color with the alpha channel here and the rest
// of the computations remain float3. Still, when bloom is applied to the final image, bloom will still be spread on regions with zero alpha (see UberPost.compute)
- c.xyz *= c.w;
+ // Note that the alpha channel in the color target could be greater than 1.0 or NaN or negative. The alpha here is opacity so we clamp it to handle an unexpected input.
+ c.xyz *= saturate(c.w);
#endif
c.xyz = QuadraticThreshold(c.xyz, _BloomThreshold.x, _BloomThreshold.yzw);
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute
index 25e0b03d84f..bbc5aa95134 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute
@@ -65,10 +65,10 @@ void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
// CoC dilation: determine the closest point in the four neighbors
float3 closest = float3(0.0, 0.0, coc0);
- closest = coc1 < closest.z ? float3(-1.0, 0.0, coc1) : closest;
- closest = coc2 < closest.z ? float3( 0.0, -1.0, coc2) : closest;
- closest = coc3 < closest.z ? float3( 0.0, 1.0, coc3) : closest;
- closest = coc4 < closest.z ? float3( 1.0, 0.0, coc4) : closest;
+ closest = abs(coc1) < abs(closest.z) ? float3(-1.0, 0.0, coc1) : closest;
+ closest = abs(coc2) < abs(closest.z) ? float3( 0.0, -1.0, coc2) : closest;
+ closest = abs(coc3) < abs(closest.z) ? float3( 0.0, 1.0, coc3) : closest;
+ closest = abs(coc4) < abs(closest.z) ? float3( 1.0, 0.0, coc4) : closest;
// Sample the history buffer with the motion vector at the closest point
float2 motionVector;
@@ -88,7 +88,9 @@ void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
float cocMax = Max3(Max3(coc0, coc1, coc2), coc3, coc4);
cocHis = clamp(cocHis, cocMin, cocMax);
- float outputCoC = lerp(coc0, cocHis, MotionBlending);
+ float outputCoC = coc0;
+ if (sign(coc0) == sign(cocHis))
+ outputCoC = lerp(coc0, cocHis, MotionBlending);
#if defined(SHADER_API_XBOXONE)
// In some cases, it looks like the compiler reorganizes code so that we end up at the end with a NaN in the history (disabling compiler optimizations get rid of the NaN).
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl
index b31b2e6579e..1d85ed153fb 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl
@@ -1,6 +1,7 @@
#ifndef DEPTH_OF_FIELD_COMMON
#define DEPTH_OF_FIELD_COMMON
+#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureXR.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
@@ -9,6 +10,26 @@ struct TileData
uint position;
};
+struct CoCTileData
+{
+ float minFarCoC;
+ float maxFarCoC;
+ float minNearCoC;
+ float maxNearCoC;
+};
+
+CoCTileData LoadCoCTileData(TEXTURE2D_X(tileTexture), uint2 coords)
+{
+ float4 data = tileTexture[COORD_TEXTURE2D_X(coords)];
+ CoCTileData tileData = {data.x, data.y, data.z, data.w};
+ return tileData;
+}
+
+float4 PackCoCTileData(CoCTileData data)
+{
+ return float4(data.minFarCoC, data.maxFarCoC, data.minNearCoC, data.maxNearCoC);
+}
+
uint PackKernelCoord(float2 coords)
{
return uint(f32tof16(coords.x) | f32tof16(coords.y) << 16);
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFApertureShape.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFApertureShape.compute
new file mode 100644
index 00000000000..76df386427d
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFApertureShape.compute
@@ -0,0 +1,51 @@
+#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl"
+
+#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
+
+#pragma kernel ComputeShapeBuffer
+
+#pragma multi_compile _ ENABLE_ALPHA
+
+#define GROUP_RES 8u
+#define GROUP_SIZE (GROUP_RES * GROUP_RES)
+
+CBUFFER_START(cb0)
+float4 _Params;
+CBUFFER_END
+
+#define BladeCount _Params.x
+#define NGonFactor _Params.y
+#define Rotation _Params.z
+#define Anamorphism _Params.w
+#define ResScale 0.0
+#define OneOverResScale 0.0
+#define AdaptiveSamplingWeights float2(0.0, 0.0)
+#define MaxColorMip 0.0
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGatherUtils.hlsl"
+
+float2 AngleToApertureShape(float angle)
+{
+ // Transform to rotated ngon
+ // "CryEngine 3 Graphics Gems" [Sousa13]
+ float n = BladeCount;
+ float nt = cos(PI / n);
+ float dt = cos(angle - (TWO_PI / n) * floor((n * angle + PI) / TWO_PI));
+ float r = PositivePow(nt / dt, NGonFactor);
+ float u = r * cos(angle - Rotation);
+ float v = r * sin(angle - Rotation);
+
+ v *= 1.0 + Anamorphism;
+ u *= 1.0 - Anamorphism;
+
+ return float2(u, v);
+}
+
+[numthreads(64, 1, 1)]
+void ComputeShapeBuffer(uint3 dispatchThreadId : SV_DispatchThreadID)
+{
+ float t = (dispatchThreadId.x / (float)_ApertureShapeTableCount) * 2 * PI;
+ _ApertureShapeTable[dispatchThreadId.x] = AngleToApertureShape(t);
+}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFApertureShape.compute.meta b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFApertureShape.compute.meta
new file mode 100644
index 00000000000..da5fd563b37
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFApertureShape.compute.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: dd5acecb27e20334fa3be332e85172df
+ComputeShaderImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCoCMinMax.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCoCMinMax.compute
index 98ab9d9de38..730835d6b66 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCoCMinMax.compute
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCoCMinMax.compute
@@ -11,42 +11,50 @@ TEXTURE2D_X(_InputTexture);
// output texture with min / max tiles
RW_TEXTURE2D_X(float4, _OutputTexture);
+float2 _OutputResolution;
+
// min-max tile size
#define TILE_RES 8u
#define GROUP_RES 8u
#define GROUP_SIZE (GROUP_RES * GROUP_RES)
-float4 InitMinMaxTile()
+#define BIG_NUMBER 1200 // should be small enough to fit in fp16
+
+CoCTileData InitMinMaxTile()
{
- // x: min far coc
- // y: max far coc
- // z: min near coc
- // w: max near coc
- const float bigNumber = 1000; // should be small enough to fit in fp16
- return float4(bigNumber, 0, -bigNumber, 0);
+ CoCTileData tileData;
+
+ tileData.minFarCoC = BIG_NUMBER;
+ tileData.maxFarCoC = 0;
+ tileData.minNearCoC = -BIG_NUMBER;
+ tileData.maxNearCoC = 0;
+
+ return tileData;
}
-void UpdateMinMaxTile(inout float4 tile, float CoC)
+void UpdateMinMaxTile(inout CoCTileData tile, float CoC)
{
if (CoC >= 0)
{
- tile.x = min(tile.x, CoC);
- tile.y = max(tile.y, CoC);
+ tile.minFarCoC = min(tile.minFarCoC, CoC);
+ tile.maxFarCoC = max(tile.maxFarCoC, CoC);
}
else
{
- tile.z = max(tile.z, CoC);
- tile.w = min(tile.w, CoC);
+ tile.minNearCoC = max(tile.minNearCoC, CoC);
+ tile.maxNearCoC = min(tile.maxNearCoC, CoC);
}
}
[numthreads(GROUP_RES, GROUP_RES, 1)]
void KMainCoCMinMax(uint3 dispatchThreadId : SV_DispatchThreadID)
{
+ if (any(dispatchThreadId.xy > uint2(_OutputResolution)))
+ return;
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
- float4 minMaxTile = InitMinMaxTile();
+ CoCTileData minMaxTile = InitMinMaxTile();
for (uint j = 0; j < TILE_RES; j++)
{
@@ -60,5 +68,5 @@ void KMainCoCMinMax(uint3 dispatchThreadId : SV_DispatchThreadID)
}
}
- _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = minMaxTile;
+ _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = PackCoCTileData(minMaxTile);
}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCombine.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCombine.compute
index 469d33297c9..9b2552ec649 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCombine.compute
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFCombine.compute
@@ -6,7 +6,7 @@
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
-#pragma kernel KMain
+#pragma kernel UpsampleFastTiles
#pragma multi_compile _ ENABLE_ALPHA
#pragma multi_compile _ FORCE_POINT_SAMPLING
@@ -17,6 +17,8 @@
CBUFFER_START(cb0)
float4 _Params;
float4 _Params2;
+uint _DebugTileClassification;
+uint3 _Padding;
CBUFFER_END
#define NumRings _Params.x
@@ -31,53 +33,35 @@ RW_TEXTURE2D_X(CTYPE, _OutputTexture);
#define ResScale 1.0f
#define OneOverResScale 1.0f
-#define MaxColorMip 0.0f
+#define MaxColorMip 0.0
#define AdaptiveSamplingWeights _Params2.xy
#define BlurResolution _Params2.z
#define InvBlurResolution _Params2.w
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGatherUtils.hlsl"
+// TODO: indirect classification
[numthreads(GROUP_RES, GROUP_RES, 1)]
-void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
+void UpsampleFastTiles(uint3 dispatchThreadId : SV_DispatchThreadID)
{
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
PositionInputs posInputs = GetPositionInput(float2(dispatchThreadId.xy), _PostProcessScreenSize.zw, uint2(GROUP_RES, GROUP_RES));
- CTYPE output = 0;
-
int tileClass = GetTileClass(posInputs.positionSS);
- if (tileClass == SLOW_INFOCUS_TILE)
- {
- SampleData centerSample;
- centerSample.color = GetColorSample(posInputs.positionSS, 0);
- centerSample.CoC = GetCoCRadius(posInputs.positionSS);
-
- DoFTile tileData;
- LoadTileData(posInputs.positionSS, centerSample, NumRings, tileData);
-
- float4 outColor;
- float outAlpha;
- DoFGatherRings(posInputs, tileData, centerSample, outColor, outAlpha);
- output.xyz = outColor.xyz;
-#ifdef ENABLE_ALPHA
- ComposeAlpha(output, centerSample.color.xyz, outAlpha);
-#endif
- }
- else if (tileClass == FAST_DEFOCUS_TILE)
+ if (tileClass == FAST_DEFOCUS_TILE)
{
float2 uv = (posInputs.positionSS + 0.5) * _PostProcessScreenSize.zw;
uv = ClampAndScaleUV(uv, _PostProcessScreenSize.zw * BlurResolution, 0.5f, _RTHandlePostProcessScale.xy);
- output = SAMPLE_TEXTURE2D_X_LOD(_InputNearTexture, s_linear_clamp_sampler, uv, 0.0).CTYPE_SWIZZLE;
- }
- else
- {
- output = GetColorSample(posInputs.positionSS, 0);
+ CTYPE output = SAMPLE_TEXTURE2D_X_LOD(_InputNearTexture, s_linear_clamp_sampler, uv, 0.0).CTYPE_SWIZZLE;
+ _OutputTexture[COORD_TEXTURE2D_X(posInputs.positionSS)] = (CTYPE)output;
}
// Helper function to visualize tile types in case it is needed for debugging
- //DebugTiles(posInputs.positionSS, output.xyz);
-
- _OutputTexture[COORD_TEXTURE2D_X(posInputs.positionSS)] = (CTYPE)output;
+ if (_DebugTileClassification != 0)
+ {
+ CTYPE debug = _OutputTexture[COORD_TEXTURE2D_X(posInputs.positionSS)];
+ DebugTiles(tileClass, debug.xyz);
+ _OutputTexture[COORD_TEXTURE2D_X(posInputs.positionSS)] = debug;
+ }
}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFComputeSlowTiles.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFComputeSlowTiles.compute
new file mode 100644
index 00000000000..99d826e780e
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFComputeSlowTiles.compute
@@ -0,0 +1,66 @@
+#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PostProcessDefines.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingSampling.hlsl"
+
+#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
+
+#pragma kernel ComputeSlowTiles
+
+#pragma multi_compile _ ENABLE_ALPHA
+
+#define GROUP_RES 8u
+#define GROUP_SIZE (GROUP_RES * GROUP_RES)
+
+CBUFFER_START(cb0)
+float4 _Params;
+float4 _Params2;
+CBUFFER_END
+
+#define NumRings _Params.x
+#define MaxCoCRadius _Params.y
+#define Anamorphism _Params.z
+
+// Here we write the final output
+RW_TEXTURE2D_X(CTYPE, _OutputTexture);
+
+#define ResScale 1.0f
+#define OneOverResScale 1.0f
+#define MaxColorMip 0.0
+#define AdaptiveSamplingWeights _Params2.xy
+#define BlurResolution _Params2.z
+#define InvBlurResolution _Params2.w
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGatherUtils.hlsl"
+
+[numthreads(GROUP_RES, GROUP_RES, 1)]
+void ComputeSlowTiles(uint3 dispatchThreadId : SV_DispatchThreadID)
+{
+ UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
+
+ PositionInputs posInputs = GetPositionInput(float2(dispatchThreadId.xy), _PostProcessScreenSize.zw, uint2(GROUP_RES, GROUP_RES));
+
+ CTYPE output = GetColorSample(posInputs.positionSS, 0);
+
+ int tileClass = GetTileClass(posInputs.positionSS);
+
+ if (tileClass == SLOW_INFOCUS_TILE)
+ {
+ SampleData centerSample;
+ centerSample.color = output;
+ centerSample.CoC = GetCoCRadius(posInputs.positionSS);
+
+ DoFTile tileData;
+ LoadTileData(posInputs.positionSS, centerSample, NumRings, tileData);
+
+ float4 outColor;
+ float outAlpha;
+ DoFGatherRings(posInputs, tileData, centerSample, outColor, outAlpha);
+ output.xyz = outColor.xyz;
+ #ifdef ENABLE_ALPHA
+ ComposeAlpha(output, centerSample.color.xyz, outAlpha);
+ #endif
+ }
+
+ _OutputTexture[COORD_TEXTURE2D_X(posInputs.positionSS)] = (CTYPE)output;
+}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFComputeSlowTiles.compute.meta b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFComputeSlowTiles.compute.meta
new file mode 100644
index 00000000000..1a250da624b
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFComputeSlowTiles.compute.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: b89f86a76de81ee42ae16daad78eb382
+ComputeShaderImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute
index 44da3e82fd4..508ea385b73 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGather.compute
@@ -10,7 +10,7 @@
#pragma multi_compile _ ENABLE_ALPHA
#pragma multi_compile _ HIGH_QUALITY
-#pragma multi_compile _ FORCE_POINT_SAMPLING
+#pragma multi_compile _ FORCE_POINT_SAMPLING
CBUFFER_START(cb0)
float4 _Params;
@@ -46,17 +46,14 @@ void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
centerSample.color = GetColorSample(posInputs.positionSS, 0);
centerSample.CoC = GetCoCRadius(posInputs.positionSS);
-
-#ifndef HIGH_QUALITY
int tileClass = GetTileClass(posInputs.positionSS);
- if (ResScale != 1.0 && tileClass != FAST_DEFOCUS_TILE)
+ if (tileClass != FAST_DEFOCUS_TILE)
{
// Early exit: these tiles will be computed at full res in the combine pass
// This might create small artifacts during upscale of the half-res tiles (bilinear fetch at the border picks unblurred values and this might be visible), so it's disabled in high quality mode
_OutputTexture[COORD_TEXTURE2D_X(posInputs.positionSS)] = (CTYPE)centerSample.color;
return;
}
-#endif
DoFTile tileData;
LoadTileData(posInputs.positionSS, centerSample, NumRings, tileData);
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGatherUtils.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGatherUtils.hlsl
index c1f2a0da29a..5309ddf66c2 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGatherUtils.hlsl
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFGatherUtils.hlsl
@@ -2,12 +2,16 @@
#define DOF_GATHER_UTILS
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Random.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl"
// Input textures
TEXTURE2D_X(_InputTexture);
TEXTURE2D_X(_InputCoCTexture);
TEXTURE2D_X(_TileList);
+RWStructuredBuffer _ApertureShapeTable;
+uint _ApertureShapeTableCount;
+
#define FAST_INFOCUS_TILE 0
#define SLOW_INFOCUS_TILE 1
#define FAST_DEFOCUS_TILE 2
@@ -119,19 +123,23 @@ CTYPE GetColorSample(float2 sampleTC, float lod)
void LoadTileData(float2 sampleTC, SampleData centerSample, float rings, inout DoFTile tileData)
{
- float4 cocRanges = LOAD_TEXTURE2D_X(_TileList, ResScale * sampleTC / TILE_RES) * OneOverResScale;
+ CoCTileData cocRanges = LoadCoCTileData(_TileList, uint2(ResScale * sampleTC / TILE_RES));
+
+ cocRanges.minFarCoC *= OneOverResScale;
+ cocRanges.maxFarCoC *= OneOverResScale;
+ cocRanges.minNearCoC *= OneOverResScale;
+ cocRanges.maxNearCoC *= OneOverResScale;
// Note: for the far-field, we don't need to search further than than the central CoC.
// If there is a larger CoC that overlaps the central pixel then it will have greater depth
- float limit = min(cocRanges.y, 2 * abs(centerSample.CoC));
- tileData.maxRadius = max(limit, -cocRanges.w);
+ float limit = min(cocRanges.maxFarCoC, 2 * abs(centerSample.CoC));
+ tileData.maxRadius = max(limit, -cocRanges.maxNearCoC);
// Detect tiles than need more samples
- tileData.numSamples = rings;
- tileData.numSamples = tileData.maxRadius > 0 ? tileData.numSamples : 0;
+ tileData.numSamples = tileData.maxRadius > 0 ? rings : 0;
#ifdef ADAPTIVE_SAMPLING
- float minRadius = min(cocRanges.x, -cocRanges.z) * OneOverResScale;
+ float minRadius = min(cocRanges.minFarCoC, -cocRanges.minNearCoC) * OneOverResScale;
tileData.numSamples = (int)ceil((minRadius / tileData.maxRadius < 0.1) ? tileData.numSamples * AdaptiveSamplingWeights.x : tileData.numSamples * AdaptiveSamplingWeights.y);
#endif
@@ -147,9 +155,11 @@ void LoadTileData(float2 sampleTC, SampleData centerSample, float rings, inout D
#endif
}
-float2 PointInCircle(float angle)
+float2 PointOnCircle(float angle01)
{
- return float2(cos(angle), sin(angle)) * float2 (1 - Anamorphism, 1 + Anamorphism);
+ angle01 %= 1;
+ uint index = angle01 * _ApertureShapeTableCount;
+ return _ApertureShapeTable[index];
}
void ResolveColorAndAlpha(inout float4 outColor, inout float outAlpha, CTYPE defaultValue)
@@ -282,7 +292,7 @@ void DoFGatherRings(PositionInputs posInputs, DoFTile tileData, SampleData cente
float dR = rcp((float)tileData.numSamples);
int noiseOffset = _TaaFrameInfo.w != 0.0 ? _TaaFrameInfo.z : 0;
int halfSamples = tileData.numSamples >> 1;
- float dAng = PI * rcp(halfSamples);
+ float dAng = rcp(halfSamples);
// Select the appropriate mip to sample based on the amount of samples. Lower sample counts will be faster at the cost of "leaking"
float lod = min(MaxColorMip, log2(2 * PI * tileData.maxRadius * rcp(tileData.numSamples)));
@@ -319,12 +329,12 @@ void DoFGatherRings(PositionInputs posInputs, DoFTile tileData, SampleData cente
#endif
SampleData sampleData[2];
- const float offset[2] = { 0, PI };
+ const float offset[2] = { 0, 0.5 };
UNITY_UNROLL
for (int j = 0; j < 2; j++)
{
- float2 sampleTC = posInputs.positionSS + sampleRadius * PointInCircle(offset[j] + (i + r2) * dAng);
+ float2 sampleTC = posInputs.positionSS + sampleRadius * PointOnCircle(offset[j] + (i + r2) * dAng);
sampleData[j].color = GetColorSample(sampleTC, lod);
sampleData[j].CoC = GetCoCRadius(sampleTC);
bgEstimate += float4(sampleData[j].color.xyz, 1);
@@ -364,32 +374,35 @@ void DoFGatherRings(PositionInputs posInputs, DoFTile tileData, SampleData cente
int GetTileClass(float2 sampleTC)
{
- float4 cocRanges = LOAD_TEXTURE2D_X(_TileList, ResScale * sampleTC / TILE_RES);
- float minRadius = min(abs(cocRanges.x), -cocRanges.z);
- float maxRadius = max(abs(cocRanges.y), -cocRanges.w);
+ CoCTileData cocRanges = LoadCoCTileData(_TileList, ResScale * sampleTC / TILE_RES);
+ float minRadius = min(abs(cocRanges.minFarCoC), -cocRanges.minNearCoC);
+ float maxRadius = max(abs(cocRanges.maxFarCoC), -cocRanges.maxNearCoC);
+ // If the CoC radius of the tile is less than 1 px, then we're in focus and we can just copy the tile.
if (minRadius < 1 && maxRadius < 1)
return FAST_INFOCUS_TILE;
- else if (minRadius > 2.5 && maxRadius > 2.5)
+ // If the CoC radius of the tile is always more than 1 px, then the tile is fully defocus (either by near or far blur)
+ // We can also just copy this tile from the near/far gather pass.
+ else if (minRadius > 1 && maxRadius > 1)
return FAST_DEFOCUS_TILE;
+ // Worst case, the tile contains both in focus and defocus pixels, we need to compute the blur for each pixel in the tile.
else
return SLOW_INFOCUS_TILE;
}
-void DebugTiles(float2 sampleTC, inout float3 output)
+void DebugTiles(int tileClass, inout float3 output)
{
- int tileClass = GetTileClass(sampleTC);
if (tileClass == SLOW_INFOCUS_TILE)
{
- output.xyz = lerp(output.xyz, float3(1, 0, 0), 0.9);
+ output.xyz = lerp(output.xyz, float3(1, 0, 0), 0.95);
}
else if (tileClass == FAST_DEFOCUS_TILE)
{
- output.xyz = lerp(output.xyz, float3(0, 0, 1), 0.9);
+ output.xyz = lerp(output.xyz, float3(0, 0, 1), 0.95);
}
- else
+ else // FAST_INFOCUS_TILE
{
- output.xyz = lerp(output.xyz, float3(0, 1, 0), 0.9);
+ output.xyz = lerp(output.xyz, float3(0, 1, 0), 0.95);
}
}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFMinMaxDilate.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFMinMaxDilate.compute
index 2dac5ef1584..edc10ead1ad 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFMinMaxDilate.compute
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DoFMinMaxDilate.compute
@@ -15,15 +15,15 @@ RW_TEXTURE2D_X(float4, _OutputTexture);
#define GROUP_RES 8u
#define GROUP_SIZE (GROUP_RES * GROUP_RES)
-void DilateTile(inout float4 tileInfo, float4 tile)
+void DilateTile(inout CoCTileData tileInfo, CoCTileData tile)
{
// far field
- tileInfo.x = tileInfo.x;
- tileInfo.y = max(tileInfo.y, tile.y);
+ tileInfo.minFarCoC = min(tileInfo.minFarCoC, tile.minFarCoC);
+ tileInfo.maxFarCoC = max(tileInfo.maxFarCoC, tile.maxFarCoC);
// near field
- tileInfo.z = tileInfo.z;
- tileInfo.w = min(tileInfo.w, tile.w);
+ tileInfo.minNearCoC = max(tileInfo.minNearCoC, tile.minNearCoC);
+ tileInfo.maxNearCoC = min(tileInfo.maxNearCoC, tile.maxNearCoC);
}
[numthreads(GROUP_RES, GROUP_RES, 1)]
@@ -31,7 +31,7 @@ void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
{
UNITY_XR_ASSIGN_VIEW_INDEX(dispatchThreadId.z);
- float4 tileInfo = _InputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)];
+ CoCTileData tileInfo = LoadCoCTileData(_InputTexture, dispatchThreadId.xy);
int2 startIndex = max((int2)dispatchThreadId.xy - int2(1, 1), int2(0, 0));
int2 endIndex = min((int2)dispatchThreadId.xy + int2(1, 1), _PostProcessScreenSize.xy / TILE_RES - int2(1, 1));
@@ -40,10 +40,10 @@ void KMain(uint3 dispatchThreadId : SV_DispatchThreadID)
{
for (int j = startIndex.y; j <= endIndex.y; j++)
{
- float4 tile = LOAD_TEXTURE2D_X(_InputTexture, int2(i, j));
+ CoCTileData tile = LoadCoCTileData(_InputTexture, int2(i, j));
DilateTile(tileInfo, tile);
}
}
- _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = tileInfo;
+ _OutputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = PackCoCTileData(tileInfo);
}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalPostProcessingQualitySettings.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalPostProcessingQualitySettings.cs
index f7427a9d283..65190473a9e 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalPostProcessingQualitySettings.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalPostProcessingQualitySettings.cs
@@ -90,6 +90,10 @@ internal GlobalPostProcessingQualitySettings()
LimitManualRangeNearBlur[(int)ScalableSettingLevelParameter.Level.Medium] = false;
LimitManualRangeNearBlur[(int)ScalableSettingLevelParameter.Level.High] = false;
+ AdaptiveSamplingWeight[(int)ScalableSettingLevelParameter.Level.Low] = 0.5f;
+ AdaptiveSamplingWeight[(int)ScalableSettingLevelParameter.Level.Medium] = 0.75f;
+ AdaptiveSamplingWeight[(int)ScalableSettingLevelParameter.Level.High] = 2;
+
/* Motion Blur */
MotionBlurSampleCount[(int)ScalableSettingLevelParameter.Level.Low] = 4;
MotionBlurSampleCount[(int)ScalableSettingLevelParameter.Level.Medium] = 8;
@@ -135,6 +139,9 @@ internal GlobalPostProcessingQualitySettings()
public bool[] DoFHighQualityFiltering = new bool[s_QualitySettingCount];
/// Use physically based Depth of field for each quality level. The array must have one entry per scalable setting level.
public bool[] DoFPhysicallyBased = new bool[s_QualitySettingCount];
+ /// Adjust the number of samples in the physically based depth of field depending on the radius of the blur. Higher values will decrease the noise but increase the rendering cost.
+ [Range(0.25f, 4f)]
+ public float[] AdaptiveSamplingWeight = new float[s_QualitySettingCount];
/// Adjust near blur CoC based on depth distance when manual, non-physical mode is used for each quality level. The array must have one entry per scalable setting level.
public bool[] LimitManualRangeNearBlur = new bool[s_QualitySettingCount];
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs
index bb77a8b68ee..fbcbcb60148 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs
@@ -278,6 +278,8 @@ internal enum HDProfileId
DepthOfFieldGatherNear,
DepthOfFieldPreCombine,
DepthOfFieldCombine,
+ DepthOfFieldComputeSlowTiles,
+ DepthOfFieldApertureShape,
LensFlareScreenSpace,
LensFlareDataDriven,
LensFlareComputeOcclusionDataDriven,
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs
index 3f6adfee965..21349011862 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs
@@ -48,6 +48,7 @@ public partial class HDRenderPipeline
ComputeBuffer m_BokehIndirectCmd;
ComputeBuffer m_NearBokehTileList;
ComputeBuffer m_FarBokehTileList;
+ const int k_DepthOfFieldApertureShapeBufferSize = 256;
// AMD-CAS data
ComputeBuffer m_ContrastAdaptiveSharpen;
@@ -560,6 +561,17 @@ public bool PerformsAntiAliasing()
schedule = DynamicResolutionHandler.instance.upsamplerSchedule,
};
}
+ // TAA can use CAS for sharpening without upsampling.
+ if (hdCamera.taaSharpenMode == HDAdditionalCameraData.TAASharpenMode.ContrastAdaptiveSharpening && !hdCamera.DynResRequest.enabled)
+ {
+ Assertions.Assert.AreEqual(DynamicResolutionHandler.UpsamplerScheduleType.AfterPost, DynamicResolutionHandler.instance.upsamplerSchedule);
+ return new CurrentUpsamplerData
+ {
+ isAdvancedUpsampler = false,
+ regularUpsampler = DynamicResUpscaleFilter.ContrastAdaptiveSharpen,
+ schedule = DynamicResolutionHandler.instance.upsamplerSchedule,
+ };
+ }
}
}
@@ -2267,6 +2279,10 @@ struct DepthOfFieldParameters
public int pbDoFDilateKernel;
public ComputeShader pbDoFCombineCS;
public int pbDoFCombineKernel;
+ public ComputeShader dofComputeSlowTilesCS;
+ public int dofComputeSlowTilesKernel;
+ public ComputeShader dofComputeApertureShapeCS;
+ public int dofComputeApertureShapeKernel;
public int minMaxCoCTileSize;
public BlueNoise.DitheredTextureSet ditheredTextureSet;
@@ -2283,6 +2299,7 @@ struct DepthOfFieldParameters
public DepthOfFieldResolution resolution;
public DepthOfFieldMode focusMode;
public Vector2 adaptiveSamplingWeights;
+ public bool dynamicResolutionEnabled;
public Vector2 physicalCameraCurvature;
public float physicalCameraAperture;
@@ -2306,7 +2323,7 @@ struct DepthOfFieldParameters
public bool useMipSafePath;
}
- DepthOfFieldParameters PrepareDoFParameters(HDCamera hdCamera)
+ DepthOfFieldParameters PrepareDoFParameters(HDCamera hdCamera, CurrentUpsamplerData? upsamplerData)
{
DepthOfFieldParameters parameters = new DepthOfFieldParameters();
@@ -2349,7 +2366,11 @@ DepthOfFieldParameters PrepareDoFParameters(HDCamera hdCamera)
parameters.pbDoFGatherCS = runtimeShaders.dofGatherCS;
parameters.pbDoFGatherKernel = parameters.pbDoFGatherCS.FindKernel("KMain");
parameters.pbDoFCombineCS = runtimeShaders.dofCombineCS;
- parameters.pbDoFCombineKernel = parameters.pbDoFGatherCS.FindKernel("KMain");
+ parameters.pbDoFCombineKernel = parameters.pbDoFCombineCS.FindKernel("UpsampleFastTiles");
+ parameters.dofComputeSlowTilesCS = runtimeShaders.dofComputeSlowTilesCS;
+ parameters.dofComputeSlowTilesKernel = parameters.dofComputeSlowTilesCS.FindKernel("ComputeSlowTiles");
+ parameters.dofComputeApertureShapeCS = runtimeShaders.dofComputeApertureShapeCS;
+ parameters.dofComputeApertureShapeKernel = parameters.dofComputeApertureShapeCS.FindKernel("ComputeShapeBuffer");
parameters.minMaxCoCTileSize = 8;
parameters.camera = hdCamera;
@@ -2439,6 +2460,7 @@ DepthOfFieldParameters PrepareDoFParameters(HDCamera hdCamera)
parameters.dofPrecombineFarCS.EnableKeyword("ENABLE_ALPHA");
parameters.pbDoFGatherCS.EnableKeyword("ENABLE_ALPHA");
parameters.pbDoFCombineCS.EnableKeyword("ENABLE_ALPHA");
+ parameters.dofComputeSlowTilesCS.EnableKeyword("ENABLE_ALPHA");
}
if (parameters.resolution == DepthOfFieldResolution.Full)
@@ -2446,6 +2468,10 @@ DepthOfFieldParameters PrepareDoFParameters(HDCamera hdCamera)
parameters.dofPrefilterCS.EnableKeyword("FULL_RES");
parameters.dofCombineCS.EnableKeyword("FULL_RES");
}
+ else if (parameters.dynamicResolutionEnabled)
+ {
+ parameters.dofGatherCS.EnableKeyword("LOW_RESOLUTION");
+ }
else if (parameters.highQualityFiltering)
{
parameters.dofPrefilterCS.EnableKeyword("HIGH_QUALITY");
@@ -2484,10 +2510,6 @@ DepthOfFieldParameters PrepareDoFParameters(HDCamera hdCamera)
parameters.dofCoCReprojectCS.EnableKeyword("ENABLE_MAX_BLENDING");
parameters.ditheredTextureSet = GetBlueNoiseManager().DitheredTextureSet256SPP();
- // PBR dof has special resolution requirements. Either half or full.
- // The max here will constrain it to just quarter or half.
- parameters.resolution = (DepthOfFieldResolution)Math.Max((int)parameters.resolution, (int)DepthOfFieldResolution.Half);
-
if (parameters.resolution != DepthOfFieldResolution.Quarter)
{
// Reasons for this flag:
@@ -2498,14 +2520,15 @@ DepthOfFieldParameters PrepareDoFParameters(HDCamera hdCamera)
parameters.pbDoFCombineCS.EnableKeyword("FORCE_POINT_SAMPLING");
}
- if (parameters.highQualityFiltering)
- {
- parameters.pbDoFGatherCS.EnableKeyword("HIGH_QUALITY");
- }
+ // Sampling ratios for adaptive sampling.
+ // X: ratio of the sharp part tiles of PBR dof that have high variance of CoC.
+ // Y: ratio of the blurry / sharp tiles that have low variance of CoC.
+ parameters.adaptiveSamplingWeights = new Vector2(
+ m_DepthOfField.adaptiveSamplingWeight <= 1.0f ? m_DepthOfField.adaptiveSamplingWeight : 1.0f,
+ m_DepthOfField.adaptiveSamplingWeight > 1.0f ? m_DepthOfField.adaptiveSamplingWeight : 1.0f
+ );
- parameters.adaptiveSamplingWeights = (parameters.highQualityFiltering)
- ? DepthOfField.s_HighQualityAdaptiveSamplingWeights
- : DepthOfField.s_LowQualityAdaptiveSamplingWeights;
+ parameters.dynamicResolutionEnabled = upsamplerData != null && upsamplerData.Value.schedule != DynamicResolutionHandler.UpsamplerScheduleType.BeforePost;
}
if (hdCamera.msaaEnabled)
@@ -2580,7 +2603,6 @@ static void DoDepthOfField(in DepthOfFieldParameters dofParameters, CommandBuffe
bool bothLayersActive = nearLayerActive && farLayerActive;
bool useTiles = dofParameters.useTiles;
- bool hqFiltering = dofParameters.highQualityFiltering;
const uint kIndirectNearOffset = 0u * sizeof(uint);
const uint kIndirectFarOffset = 3u * sizeof(uint);
@@ -3041,7 +3063,7 @@ static void ReprojectCoCHistory(in DepthOfFieldParameters parameters, CommandBuf
fullresCoC = nextCoC;
}
- static void DoPhysicallyBasedDepthOfField(in DepthOfFieldParameters dofParameters, CommandBuffer cmd, RTHandle source, RTHandle destination, RTHandle fullresCoC, RTHandle prevCoCHistory, RTHandle nextCoCHistory, RTHandle motionVecTexture, RTHandle sourcePyramid, RTHandle depthBuffer, RTHandle minMaxCoCPing, RTHandle minMaxCoCPong, RTHandle scaledDof, bool taaEnabled, RTHandle depthMinMaxAvgMSAA)
+ static void DoPhysicallyBasedDepthOfField(in DepthOfFieldParameters dofParameters, CommandBuffer cmd, RTHandle source, RTHandle destination, RTHandle fullresCoC, RTHandle prevCoCHistory, RTHandle nextCoCHistory, RTHandle motionVecTexture, RTHandle sourcePyramid, RTHandle depthBuffer, RTHandle minMaxCoCPing, RTHandle minMaxCoCPong, RTHandle scaledDof, bool taaEnabled, RTHandle depthMinMaxAvgMSAA, BufferHandle shapeTable, bool debugTileClassification)
{
// Currently Physically Based DoF is performed at "full" resolution (ie does not utilize DepthOfFieldResolution)
// However, to produce similar results when switching between various resolutions, or dynamic resolution,
@@ -3114,32 +3136,13 @@ static void DoPhysicallyBasedDepthOfField(in DepthOfFieldParameters dofParameter
}
}
- using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DepthOfFieldPyramid)))
- {
- // DoF color pyramid
- if (sourcePyramid != null)
- {
- cs = dofParameters.dofMipCS;
- kernel = dofParameters.dofMipColorKernel;
-
- cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._InputTexture, source, 0);
- cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputTexture, sourcePyramid, 0);
- cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputMip1, sourcePyramid, 1);
- cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputMip2, sourcePyramid, 2);
- cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputMip3, sourcePyramid, 3);
- cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputMip4, sourcePyramid, 4);
-
- int tx = ((dofParameters.viewportSize.x >> 1) + 7) / 8;
- int ty = ((dofParameters.viewportSize.y >> 1) + 7) / 8;
- cmd.DispatchCompute(cs, kernel, tx, ty, dofParameters.camera.viewCount);
- }
- }
-
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DepthOfFieldDilate)))
{
int tileSize = dofParameters.minMaxCoCTileSize;
- int tx = ((dofParameters.viewportSize.x / tileSize) + 7) / 8;
- int ty = ((dofParameters.viewportSize.y / tileSize) + 7) / 8;
+ int tileCountX = Mathf.CeilToInt(dofParameters.viewportSize.x / (float)tileSize);
+ int tileCountY = Mathf.CeilToInt(dofParameters.viewportSize.y / (float)tileSize);
+ int tx = HDUtils.DivRoundUp(tileCountX, 8);
+ int ty = HDUtils.DivRoundUp(tileCountY, 8);
// Min Max CoC tiles
{
@@ -3147,6 +3150,7 @@ static void DoPhysicallyBasedDepthOfField(in DepthOfFieldParameters dofParameter
kernel = dofParameters.pbDoFMinMaxKernel;
cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._InputTexture, fullresCoC, 0);
+ cmd.SetComputeVectorParam(cs, HDShaderIDs._OutputResolution, new Vector2(tileCountX, tileCountY));
cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputTexture, minMaxCoCPing, 0);
cmd.DispatchCompute(cs, kernel, tx, ty, dofParameters.camera.viewCount);
}
@@ -3167,6 +3171,83 @@ static void DoPhysicallyBasedDepthOfField(in DepthOfFieldParameters dofParameter
}
}
+ // Compute the shape of the aperture into a buffer, sampling this buffer in the loop of the DoF
+ // is faster than computing sin/cos of each angle for the sampling and it let us handle the shape
+ // of the aperture with the blade count.
+ using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DepthOfFieldApertureShape)))
+ {
+ cs = dofParameters.dofComputeApertureShapeCS;
+ kernel = dofParameters.dofComputeApertureShapeKernel;
+ float rotation = (dofParameters.physicalCameraAperture - Camera.kMinAperture) / (Camera.kMaxAperture - Camera.kMinAperture);
+ rotation *= (360f / dofParameters.physicalCameraBladeCount) * Mathf.Deg2Rad; // TODO: Crude approximation, make it correct
+
+ float ngonFactor = 1f;
+ if (dofParameters.physicalCameraCurvature.y - dofParameters.physicalCameraCurvature.x > 0f)
+ ngonFactor = (dofParameters.physicalCameraAperture - dofParameters.physicalCameraCurvature.x) / (dofParameters.physicalCameraCurvature.y - dofParameters.physicalCameraCurvature.x);
+
+ ngonFactor = Mathf.Clamp01(ngonFactor);
+ ngonFactor = Mathf.Lerp(ngonFactor, 0f, Mathf.Abs(dofParameters.physicalCameraAnamorphism));
+
+ cmd.SetComputeVectorParam(cs, HDShaderIDs._Params, new Vector4(dofParameters.physicalCameraBladeCount, ngonFactor, rotation, dofParameters.physicalCameraAnamorphism / 4f));
+ cmd.SetComputeIntParam(cs, HDShaderIDs._ApertureShapeTableCount, k_DepthOfFieldApertureShapeBufferSize);
+ cmd.SetComputeBufferParam(cs, kernel, HDShaderIDs._ApertureShapeTable, shapeTable);
+ cmd.DispatchCompute(cs, kernel, k_DepthOfFieldApertureShapeBufferSize / 64, 1, 1);
+ }
+
+ // Slow tiles refer to a tile that contain both in focus and defocus pixels which requires to gather the CoC
+ // per pixel
+
+ // Compute the slow path tiles into the output buffer.
+ // The output of this pass is used as input for the color pyramid below, this is to avoid some
+ // leaking artifacts on the border of the tiles. Blurring the slow tiles allows for the bilinear
+ // interpolation in the final upsample pass to get more correct data instead of sampling non-blurred tiles.
+ using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DepthOfFieldComputeSlowTiles)))
+ {
+ cs = dofParameters.dofComputeSlowTilesCS;
+ kernel = dofParameters.dofComputeSlowTilesKernel;
+ float sampleCount = Mathf.Max(dofParameters.nearSampleCount, dofParameters.farSampleCount);
+ float anamorphism = dofParameters.physicalCameraAnamorphism / 4f;
+
+ float mipLevel = 1 + Mathf.Ceil(Mathf.Log(maxCoc, 2));
+ cmd.SetComputeVectorParam(cs, HDShaderIDs._Params, new Vector4(sampleCount, maxCoc, anamorphism, 0.0f));
+ cmd.SetComputeVectorParam(cs, HDShaderIDs._Params2, new Vector4(dofParameters.adaptiveSamplingWeights.x, dofParameters.adaptiveSamplingWeights.y, (float)dofParameters.resolution, 1.0f/(float)dofParameters.resolution));
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._InputTexture, source);
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._InputCoCTexture, fullresCoC);
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._TileList, minMaxCoCPing, 0);
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputTexture, destination);
+ cmd.SetComputeBufferParam(cs, kernel, HDShaderIDs._ApertureShapeTable, shapeTable);
+ cmd.SetComputeIntParam(cs, HDShaderIDs._ApertureShapeTableCount, k_DepthOfFieldApertureShapeBufferSize);
+
+ cmd.DispatchCompute(cs, kernel, (dofParameters.viewportSize.x + 7) / 8, (dofParameters.viewportSize.y + 7) / 8, dofParameters.camera.viewCount);
+ }
+
+ // When the DoF is at full resolution, we consider that this is the highest quality level so we remove
+ // the sampling from the pyramid which causes artifacts on the border of tiles in certain scenarios.
+ if (dofParameters.resolution != DepthOfFieldResolution.Full)
+ {
+ // DoF color pyramid with the slow tiles inside
+ using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DepthOfFieldPyramid)))
+ {
+ if (sourcePyramid != null)
+ {
+ cs = dofParameters.dofMipCS;
+ kernel = dofParameters.dofMipColorKernel;
+
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._InputTexture, destination, 0);
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputTexture, sourcePyramid, 0);
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputMip1, sourcePyramid, 1);
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputMip2, sourcePyramid, 2);
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputMip3, sourcePyramid, 3);
+ cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputMip4, sourcePyramid, 4);
+
+ int tx = ((dofParameters.viewportSize.x >> 1) + 7) / 8;
+ int ty = ((dofParameters.viewportSize.y >> 1) + 7) / 8;
+ cmd.DispatchCompute(cs, kernel, tx, ty, dofParameters.camera.viewCount);
+ }
+ }
+ }
+
+ // Blur far and near tiles with a "fast" blur
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DepthOfFieldGatherNear)))
{
cs = dofParameters.pbDoFGatherCS;
@@ -3185,10 +3266,14 @@ static void DoPhysicallyBasedDepthOfField(in DepthOfFieldParameters dofParameter
BlueNoise.BindDitheredTextureSet(cmd, dofParameters.ditheredTextureSet);
int scaledWidth = (dofParameters.viewportSize.x / (int)dofParameters.resolution + 7) / 8;
int scaledHeight = (dofParameters.viewportSize.y / (int)dofParameters.resolution + 7) / 8;
+ cmd.SetComputeBufferParam(cs, kernel, HDShaderIDs._ApertureShapeTable, shapeTable);
+ cmd.SetComputeIntParam(cs, HDShaderIDs._ApertureShapeTableCount, k_DepthOfFieldApertureShapeBufferSize);
cmd.DispatchCompute(cs, kernel, scaledWidth, scaledHeight, dofParameters.camera.viewCount);
}
+ // Upscale near/far defocus tiles with a bilinear filter. The bilinear filtering leaking is reduced
+ // because the neighbouring tiles have already been blurred by the first slow tile pass.
using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DepthOfFieldCombine)))
{
cs = dofParameters.pbDoFCombineCS;
@@ -3204,6 +3289,7 @@ static void DoPhysicallyBasedDepthOfField(in DepthOfFieldParameters dofParameter
cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._InputNearTexture, scaledDof);
cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._TileList, minMaxCoCPing, 0);
cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputTexture, destination);
+ cmd.SetComputeIntParam(cs, HDShaderIDs._DebugTileClassification, debugTileClassification ? 1 : 0);
cmd.DispatchCompute(cs, kernel, (dofParameters.viewportSize.x + 7) / 8, (dofParameters.viewportSize.y + 7) / 8, dofParameters.camera.viewCount);
}
@@ -3236,20 +3322,19 @@ class DepthofFieldData
public BufferHandle bokehIndirectCmd;
public BufferHandle nearBokehTileList;
public BufferHandle farBokehTileList;
+ public BufferHandle apertureShapeTable;
public bool taaEnabled;
+ public bool debugTileClassification;
}
TextureHandle DepthOfFieldPass(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthBuffer, TextureHandle motionVectors, TextureHandle depthBufferMipChain, TextureHandle source, TextureHandle depthMinMaxAvgMSAA, TextureHandle stencilTexture, CurrentUpsamplerData? upsamplerData)
{
bool postDoFTAAEnabled = false;
bool isSceneView = hdCamera.camera.cameraType == CameraType.SceneView;
- bool stabilizeCoC = m_AntialiasingFS && hdCamera.antialiasing == HDAdditionalCameraData.AntialiasingMode.TemporalAntialiasing;
bool isOrtho = hdCamera.camera.orthographic;
-
- // If DLSS is enabled, we need to stabilize the CoC buffer (because the upsampled depth is jittered)
- if (hdCamera.RequiresCameraJitter())
- stabilizeCoC = true;
+ // If jitter is enabled, we need to stabilize the CoC buffer (because the upsampled depth is jittered)
+ bool stabilizeCoC = hdCamera.RequiresCameraJitter() && m_DepthOfField.coCStabilization.value;
// If Path tracing is enabled, then DoF is computed in the path tracer by sampling the lens aperure (when using the physical camera mode)
bool isDoFPathTraced = (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) &&
@@ -3268,7 +3353,7 @@ TextureHandle DepthOfFieldPass(RenderGraph renderGraph, HDCamera hdCamera, Textu
hdCamera.resetPostProcessingHistory = true;
}
- var dofParameters = PrepareDoFParameters(hdCamera);
+ var dofParameters = PrepareDoFParameters(hdCamera, upsamplerData);
bool useHistoryMips = m_DepthOfField.physicallyBased;
bool cocHistoryValid = GrabCoCHistory(hdCamera, out var prevCoC, out var nextCoC, useMips: useHistoryMips);
@@ -3418,7 +3503,8 @@ TextureHandle DepthOfFieldPass(RenderGraph renderGraph, HDCamera hdCamera, Textu
passData.pongFarRGB = builder.CreateTransientTexture(new TextureDesc(screenScale, IsDynamicResUpscaleTargetEnabled(), true)
{ colorFormat = GetPostprocessTextureFormat(hdCamera), enableRandomWrite = true, name = "Scaled DoF" });
- passData.pingFarRGB = builder.CreateTransientTexture(GetPostprocessOutputHandle(renderGraph, "DoF Source Pyramid", GetPostprocessTextureFormat(hdCamera), true));
+ if (dofParameters.resolution != DepthOfFieldResolution.Full)
+ passData.pingFarRGB = builder.CreateTransientTexture(GetPostprocessOutputHandle(renderGraph, "DoF Source Pyramid", GetPostprocessTextureFormat(hdCamera), true));
// The size of the tile texture should be rounded-up, so we use a custom scale operator
// We cannot use the tile size in the scale call callback (to avoid gc alloc), so for now we use an assert
@@ -3431,14 +3517,18 @@ TextureHandle DepthOfFieldPass(RenderGraph renderGraph, HDCamera hdCamera, Textu
passData.pongNearRGB = builder.CreateTransientTexture(new TextureDesc(scaler, IsDynamicResUpscaleTargetEnabled(), true)
{ colorFormat = GraphicsFormat.R16G16B16A16_SFloat, useMipMap = false, enableRandomWrite = true, name = "CoC Min Max Tiles" });
+ passData.apertureShapeTable = builder.CreateTransientBuffer(new BufferDesc(k_DepthOfFieldApertureShapeBufferSize, sizeof(float) * 2));
+ passData.debugTileClassification = m_CurrentDebugDisplaySettings.data.fullScreenDebugMode == FullScreenDebugMode.DepthOfFieldTileClassification;
+
builder.SetRenderFunc(
(DepthofFieldData data, RenderGraphContext ctx) =>
{
- DoPhysicallyBasedDepthOfField(data.parameters, ctx.cmd, data.source, data.destination, data.fullresCoC, data.prevCoC, data.nextCoC, data.motionVecTexture, data.pingFarRGB, data.depthBuffer, data.pingNearRGB, data.pongNearRGB, data.pongFarRGB, data.taaEnabled, data.depthMinMaxAvgMSAA);
+ DoPhysicallyBasedDepthOfField(data.parameters, ctx.cmd, data.source, data.destination, data.fullresCoC, data.prevCoC, data.nextCoC, data.motionVecTexture, data.pingFarRGB, data.depthBuffer, data.pingNearRGB, data.pongNearRGB, data.pongFarRGB, data.taaEnabled, data.depthMinMaxAvgMSAA, data.apertureShapeTable, data.debugTileClassification);
});
source = passData.destination;
PushFullScreenDebugTexture(renderGraph, debugCocTexture, debugCocTextureScales, FullScreenDebugMode.DepthOfFieldCoc);
+ PushFullScreenDebugTexture(renderGraph, passData.destination, hdCamera.postProcessRTScales, FullScreenDebugMode.DepthOfFieldTileClassification);
}
}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
index 8d5ef7c03cf..bf5b745b436 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
@@ -624,6 +624,7 @@ class SetFinalTargetPassData
public CubemapFace finalTargetFace;
public Rect finalViewport;
public TextureHandle depthBuffer;
+ public Vector2 blitScaleBias;
public bool flipY;
}
@@ -650,6 +651,7 @@ void SetFinalTarget(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle de
if (passData.copyDepth)
{
passData.depthBuffer = builder.ReadTexture(depthBuffer);
+ passData.blitScaleBias = RTHandles.rtHandleProperties.rtHandleScale;
passData.flipY = hdCamera.isMainGameView || hdCamera.flipYMode == HDAdditionalCameraData.FlipYMode.ForceFlipY;
passData.copyDepthMaterial = m_CopyDepth;
}
@@ -673,7 +675,7 @@ void SetFinalTarget(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle de
mpb.SetTexture(HDShaderIDs._InputDepth, depth);
// When we are Main Game View we need to flip the depth buffer ourselves as we are after postprocess / blit that have already flipped the screen
mpb.SetInt("_FlipY", data.flipY ? 1 : 0);
- mpb.SetVector(HDShaderIDs._BlitScaleBias, new Vector4(1.0f, 1.0f, 0.0f, 0.0f));
+ mpb.SetVector(HDShaderIDs._BlitScaleBias, data.blitScaleBias);
CoreUtils.DrawFullScreen(ctx.cmd, data.copyDepthMaterial, mpb);
}
}
@@ -685,10 +687,9 @@ void SetFinalTarget(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle de
class CopyXRDepthPassData
{
public Material copyDepth;
- public Rect viewport;
public TextureHandle depthBuffer;
public TextureHandle output;
- public float dynamicResolutionScale;
+ public Vector2 blitScaleBias;
public bool flipY;
}
@@ -699,10 +700,10 @@ void CopyDepth(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthBu
using (var builder = renderGraph.AddRenderPass(name, out var passData, ProfilingSampler.Get(profileID)))
{
passData.copyDepth = m_CopyDepth;
- passData.viewport = hdCamera.finalViewport;
passData.depthBuffer = builder.ReadTexture(depthBuffer);
- passData.output = builder.WriteTexture(output);
- passData.dynamicResolutionScale = copyForXR ? DynamicResolutionHandler.instance.GetCurrentScale() : 1.0f / DynamicResolutionHandler.instance.GetCurrentScale();
+ passData.output = builder.UseDepthBuffer(output, DepthAccess.Write);
+ passData.blitScaleBias = copyForXR ? new Vector2(hdCamera.actualWidth / hdCamera.finalViewport.width, hdCamera.actualHeight / hdCamera.finalViewport.height)
+ : RTHandles.rtHandleProperties.rtHandleScale;
passData.flipY = copyForXR;
builder.SetRenderFunc(
@@ -711,11 +712,9 @@ void CopyDepth(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle depthBu
var mpb = ctx.renderGraphPool.GetTempMaterialPropertyBlock();
mpb.SetTexture(HDShaderIDs._InputDepth, data.depthBuffer);
- mpb.SetVector(HDShaderIDs._BlitScaleBias, new Vector4(data.dynamicResolutionScale, data.dynamicResolutionScale, 0.0f, 0.0f));
+ mpb.SetVector(HDShaderIDs._BlitScaleBias, data.blitScaleBias);
mpb.SetInt(HDShaderIDs._FlipY, data.flipY ? 1 : 0);
- ctx.cmd.SetRenderTarget(data.output, 0, CubemapFace.Unknown, -1);
- ctx.cmd.SetViewport(data.viewport);
CoreUtils.DrawFullScreen(ctx.cmd, data.copyDepth, mpb);
});
}
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
index 4e3f6f6c14a..b356c045b1c 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
@@ -671,7 +671,7 @@ public HDRenderPipeline(HDRenderPipelineAsset asset)
m_DepthPyramidMipLevelOffsetsBuffer = new ComputeBuffer(15, sizeof(int) * 2);
m_CustomPassColorBuffer = new Lazy(() => RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GetCustomBufferFormat(), enableRandomWrite: true, useDynamicScale: true, name: "CustomPassColorBuffer"));
- m_CustomPassDepthBuffer = new Lazy(() => RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.R32_UInt, useDynamicScale: true, name: "CustomPassDepthBuffer", depthBufferBits: DepthBits.Depth32));
+ m_CustomPassDepthBuffer = new Lazy(() => RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.None, useDynamicScale: true, name: "CustomPassDepthBuffer", depthBufferBits: DepthBits.Depth32));
// For debugging
MousePositionDebug.instance.Build();
@@ -2383,12 +2383,6 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c
cmd.SetInvertCulling(false);
}
- if (renderRequest.xrPass.isLastCameraPass)
- {
- // EndCameraRendering callback should be executed outside of any profiling scope in case user code submits the renderContext
- EndCameraRendering(renderContext, renderRequest.hdCamera.camera);
- }
-
EndRenderRequest(renderRequest, cmd);
// Render XR mirror view once all render requests have been completed
@@ -2406,6 +2400,12 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c
renderContext.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
renderContext.Submit();
+
+ if (renderRequest.xrPass.isLastCameraPass)
+ {
+ // EndCameraRendering callback should be executed outside of any profiling scope in case user code submits the renderContext
+ EndCameraRendering(renderContext, renderRequest.hdCamera.camera);
+ }
}
ScriptableRenderContext.PopDisableApiRenderers();
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs
index 22730448f58..74ff0b9f7b6 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs
@@ -969,6 +969,7 @@ static class HDShaderIDs
public static readonly int _OutputVelocityMagnitudeHistory = Shader.PropertyToID("_OutputVelocityMagnitudeHistory");
public static readonly int _OutputDepthTexture = Shader.PropertyToID("_OutputDepthTexture");
public static readonly int _OutputMotionVectorTexture = Shader.PropertyToID("_OutputMotionVectorTexture");
+ public static readonly int _OutputResolution = Shader.PropertyToID("_OutputResolution");
public static readonly int _TargetScale = Shader.PropertyToID("_TargetScale");
public static readonly int _Params = Shader.PropertyToID("_Params");
@@ -977,6 +978,7 @@ static class HDShaderIDs
public static readonly int _Params3 = Shader.PropertyToID("_Params3");
public static readonly int _BokehKernel = Shader.PropertyToID("_BokehKernel");
public static readonly int _InputCoCTexture = Shader.PropertyToID("_InputCoCTexture");
+ public static readonly int _DebugTileClassification = Shader.PropertyToID("_DebugTileClassification");
public static readonly int _InputHistoryCoCTexture = Shader.PropertyToID("_InputHistoryCoCTexture");
public static readonly int _OutputCoCTexture = Shader.PropertyToID("_OutputCoCTexture");
public static readonly int _OutputNearCoCTexture = Shader.PropertyToID("_OutputNearCoCTexture");
@@ -1004,6 +1006,8 @@ static class HDShaderIDs
public static readonly int _InputNearAlphaTexture = Shader.PropertyToID("_InputNearAlphaTexture");
public static readonly int _CoCTargetScale = Shader.PropertyToID("_CoCTargetScale");
public static readonly int _DepthMinMaxAvg = Shader.PropertyToID("_DepthMinMaxAvg");
+ public static readonly int _ApertureShapeTable = Shader.PropertyToID("_ApertureShapeTable");
+ public static readonly int _ApertureShapeTableCount = Shader.PropertyToID("_ApertureShapeTableCount");
public static readonly int _FlareOcclusionTex = Shader.PropertyToID("_FlareOcclusionTex");
public static readonly int _FlareSunOcclusionTex = Shader.PropertyToID("_FlareSunOcclusionTex");
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Kernels/StageSetupSegment.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Kernels/StageSetupSegment.compute
index fa274be91e1..613037d8b1c 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Kernels/StageSetupSegment.compute
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Kernels/StageSetupSegment.compute
@@ -87,6 +87,11 @@ bool CulledLineLOD(uint segmentIndex)
[numthreads(NUM_LANE_SEGMENT_SETUP, 1, 1)]
void Main(Group group)
{
+ #if defined(UNITY_STEREO_INSTANCING_ENABLED)
+ // See: [NOTE-HQ-LINES-SINGLE-PASS-STEREO]
+ unity_StereoEyeIndex = _ViewIndex;
+ #endif
+
if (group.groupIndex == 0u)
{
gs_SegmentOffset = _CounterBuffer.Load(COUNTER_GROUP_SEG_OFFSET);
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRenderPipelineRuntimeShaders.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRenderPipelineRuntimeShaders.cs
index 291355ca854..eeb04ca2a2f 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRenderPipelineRuntimeShaders.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRenderPipelineRuntimeShaders.cs
@@ -1378,6 +1378,22 @@ public ComputeShader dofCombineCS
set => this.SetValueAndNotify(ref m_DofCombineCS, value);
}
+ [SerializeField, ResourcePath("Runtime/PostProcessing/Shaders/DoFComputeSlowTiles.compute")]
+ private ComputeShader m_DofComputeSlowTilesCS;
+ public ComputeShader dofComputeSlowTilesCS
+ {
+ get => m_DofComputeSlowTilesCS;
+ set => this.SetValueAndNotify(ref m_DofComputeSlowTilesCS, value);
+ }
+
+ [SerializeField, ResourcePath("Runtime/PostProcessing/Shaders/DoFApertureShape.compute")]
+ private ComputeShader m_DofComputeApertureShapeCS;
+ public ComputeShader dofComputeApertureShapeCS
+ {
+ get => m_DofComputeApertureShapeCS;
+ set => this.SetValueAndNotify(ref m_DofComputeApertureShapeCS, value);
+ }
+
[Header("Post-processing - Motion Blur")]
[SerializeField, ResourcePath("Runtime/PostProcessing/Shaders/MotionBlurMotionVecPrep.compute")]
private ComputeShader m_MotionBlurMotionVecPrepCS;
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader b/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader
index c320c6f10f6..69e24c42df4 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader
@@ -71,8 +71,7 @@ Shader "Hidden/HDRP/CopyDepthBuffer"
float Frag(Varyings input) : SV_Depth
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
- uint2 coord = uint2(input.texcoord.xy * _ScreenSize.xy);
- return LOAD_TEXTURE2D_X(_InputDepthTexture, coord).x;
+ return SAMPLE_TEXTURE2D_X_LOD(_InputDepthTexture, s_point_clamp_sampler, input.texcoord.xy, 0).x;
}
ENDHLSL
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderUtilities.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderUtilities.cs
index c75ae50f632..d33035474e1 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderUtilities.cs
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderUtilities.cs
@@ -12,56 +12,76 @@ public static partial class HDRenderUtilities
{
/// Perform a rendering into .
///
- /// How to perform standard rendering:
+ /// How to perform rendering into a 2D render target:
///
+ /// using UnityEngine;
+ /// using UnityEngine.Rendering;
+ /// using UnityEngine.Rendering.HighDefinition;
+ /// using UnityEngine.Experimental.Rendering;
+ ///
/// class StandardRenderingExample
/// {
- /// public void Render()
- /// {
- /// // Copy default settings
- /// var settings = CameraRenderSettings.Default;
- /// // Adapt default settings to our custom usage
- /// settings.position.position = new Vector3(0, 1, 0);
- /// settings.camera.frustum.fieldOfView = 60.0f;
- /// // Get our render target
- /// var rt = new RenderTexture(128, 128, 1, GraphicsFormat.B8G8R8A8_SNorm);
- /// HDRenderUtilities.Render(settings, rt);
- /// // Do something with rt
- /// rt.Release();
- /// }
+ /// public void Render()
+ /// {
+ /// // Copy default settings and adjust them for the custom rendering.
+ /// var cameraSettings = CameraSettings.defaultCameraSettingsNonAlloc;
+ /// cameraSettings.frustum.fieldOfView = 60.0f;
+ /// var cameraPosition = CameraPositionSettings.NewDefault();
+ /// cameraPosition.position = new Vector3(0, 1, 0);
+ ///
+ /// // Create the 2D render target
+ /// var rt = new RenderTexture(128, 128, 1, GraphicsFormat.B8G8R8A8_UNorm);
+ ///
+ /// // Perform the custom rendering into the render target
+ /// HDRenderUtilities.Render(cameraSettings, cameraPosition, rt);
+ ///
+ /// // Implement the custom render target processing.
+ ///
+ /// // Release the render target when the processing is done, RenderTexture variables are not garbage collected like normal managed types.
+ /// rt.Release();
+ /// }
/// }
///
///
/// How to perform a cubemap rendering:
///
+ /// using UnityEngine;
+ /// using UnityEngine.Rendering;
+ /// using UnityEngine.Rendering.HighDefinition;
+ /// using UnityEngine.Experimental.Rendering;
+ ///
/// class CubemapRenderExample
/// {
- /// public void Render()
- /// {
- /// // Copy default settings
- /// var settings = CameraRenderSettings.Default;
- /// // Adapt default settings to our custom usage
- /// settings.position.position = new Vector3(0, 1, 0);
- /// settings.camera.physical.iso = 800.0f;
- /// // Frustum settings are ignored and driven by the cubemap rendering
- /// // Get our render target
- /// var rt = new RenderTexture(128, 128, 1, GraphicsFormat.B8G8R8A8_SNorm)
- /// {
- /// dimension = TextureDimension.Cube
- /// };
- /// // The TextureDimension is detected and the renderer will perform a cubemap rendering.
- /// HDRenderUtilities.Render(settings, rt);
- /// // Do something with rt
- /// rt.Release();
- /// }
+ /// public void Render()
+ /// {
+ /// // Copy the default settings and adjust them for the custom rendering.
+ /// // Frustum settings from cameraSettings are ignored because the render target is a cubemap.
+ /// var cameraSettings = CameraSettings.defaultCameraSettingsNonAlloc;
+ /// var cameraPosition = CameraPositionSettings.NewDefault();
+ /// cameraPosition.position = new Vector3(0, 1, 0);
+ ///
+ /// // Create the cubemap render target
+ /// var rt = new RenderTexture(128, 128, 1, GraphicsFormat.B8G8R8A8_UNorm)
+ /// {
+ /// dimension = TextureDimension.Cube
+ /// };
+ ///
+ /// // Perform the custom rendering into the cubemap
+ /// HDRenderUtilities.Render(cameraSettings, cameraPosition, rt);
+ ///
+ /// // Implement the custom render target processing.
+ ///
+ /// // Release the render target when the processing is done, RenderTexture variables are not garbage collected like normal managed types.
+ /// rt.Release();
+ /// }
/// }
///
///
/// Settings for the camera.
/// Position for the camera.
/// Target to render to.
- /// Only used in the Editor fo cubemaps.
- /// This is bitmask of only objects with these flags will be rendered
+ /// Only used in the Editor for cubemaps.
+ /// This is a bitmask of , only objects with these flags are rendered.
///
public static void Render(
CameraSettings settings,
@@ -349,7 +369,7 @@ public static void Render(
[Obsolete("Use CreateReflectionProbeRenderTarget with explicit format instead", true)]
public static RenderTexture CreateReflectionProbeRenderTarget(int cubemapSize)
{
- RenderTexture rt = new RenderTexture(cubemapSize, cubemapSize, 1, GraphicsFormat.R16G16B16A16_SFloat)
+ RenderTexture rt = new RenderTexture(cubemapSize, cubemapSize, 0, GraphicsFormat.R16G16B16A16_SFloat)
{
dimension = TextureDimension.Cube,
enableRandomWrite = true,
@@ -368,7 +388,7 @@ public static RenderTexture CreateReflectionProbeRenderTarget(int cubemapSize)
/// The texture to use as reflection probe target.
public static RenderTexture CreateReflectionProbeRenderTarget(int cubemapSize, GraphicsFormat format)
{
- RenderTexture rt = new RenderTexture(cubemapSize, cubemapSize, 1, format)
+ RenderTexture rt = new RenderTexture(cubemapSize, cubemapSize, 0, format)
{
dimension = TextureDimension.Cube,
enableRandomWrite = true,
@@ -388,7 +408,7 @@ public static RenderTexture CreateReflectionProbeRenderTarget(int cubemapSize, G
/// The texture used as planar reflection probe target
public static RenderTexture CreatePlanarProbeRenderTarget(int planarSize, GraphicsFormat format)
{
- RenderTexture rt = new RenderTexture(planarSize, planarSize, 1, format)
+ RenderTexture rt = new RenderTexture(planarSize, planarSize, 0, format)
{
dimension = TextureDimension.Tex2D,
enableRandomWrite = true,
@@ -407,7 +427,7 @@ public static RenderTexture CreatePlanarProbeRenderTarget(int planarSize, Graphi
/// The texture used as planar reflection probe target
public static RenderTexture CreatePlanarProbeDepthRenderTarget(int planarSize)
{
- RenderTexture rt = new RenderTexture(planarSize, planarSize, 1, GraphicsFormat.R32_SFloat)
+ RenderTexture rt = new RenderTexture(planarSize, planarSize, 0, GraphicsFormat.R32_SFloat)
{
dimension = TextureDimension.Tex2D,
enableRandomWrite = true,
diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl
index 60a5b859ad0..1a1a4e660a3 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl
+++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl
@@ -60,6 +60,10 @@
#define CULL_VERTEX(o) { o.VFX_VARYING_POSCS.x = VFX_NAN; return o; }
#endif
+#if HAS_STRIPS
+#define HAS_STRIPS_DATA 1
+#endif
+
// Enable the support of global mip bias in the shader.
// Only has effect if the global mip bias is enabled in shader config and DRS is enabled.
#define SUPPORT_GLOBAL_MIP_BIAS
diff --git a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt
index 3109433e317..73220fce423 100644
--- a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt
+++ b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDAnalyticsTests_Defaults.txt
@@ -152,6 +152,7 @@
{"postProcessQualitySettings.DoFResolution":"[Quarter,Half,Full]"},
{"postProcessQualitySettings.DoFHighQualityFiltering":"[False,True,True]"},
{"postProcessQualitySettings.DoFPhysicallyBased":"[False,False,False]"},
+{"postProcessQualitySettings.AdaptiveSamplingWeight":"[0.5,0.75,2]"},
{"postProcessQualitySettings.LimitManualRangeNearBlur":"[False,False,False]"},
{"postProcessQualitySettings.MotionBlurSampleCount":"[4,8,12]"},
{"postProcessQualitySettings.BloomRes":"[Quarter,Half,Half]"},
diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md b/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md
index 564e2cb8b21..118499346c8 100644
--- a/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md
+++ b/Packages/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md
@@ -1,246 +1 @@
-* [Universal Render Pipeline](index.md)
-* [Requirements](requirements.md)
- * [Building for Closed platforms](Building-For-Consoles.md)
-* [What's new in URP](whats-new/urp-whats-new.md)
-* [Features]()
- * [Feature list](urp-feature-list.md)
- * [Feature Comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md)
-* [Getting started](InstallingAndConfiguringURP.md)
- * [Create a project with URP](creating-a-new-project-with-urp.md)
- * [Install URP into an existing Project](InstallURPIntoAProject.md)
- * [Package samples](package-samples.md)
- * [URP Package Samples](package-sample-urp-package-samples.md)
- * [Scene Templates](scene-templates.md)
- * [Quality Settings in URP](birp-onboarding/quality-settings-location.md)
- * [Change Quality settings with code](quality/quality-settings-through-code.md)
- * [Configure settings with the URP Config package](URP-Config-Package.md)
- * [Understand performance](understand-performance.md)
- * [Configure for better performance](configure-for-better-performance.md)
-* [Render Pipeline Concepts](urp-concepts.md)
- * [The URP Asset](universalrp-asset.md)
- * [Universal Renderer](urp-universal-renderer.md)
- * [Deferred Rendering Path](rendering/deferred-rendering-path.md)
- * [Forward+ Rendering Path](rendering/forward-plus-rendering-path.md)
- * [Graphics settings window reference in URP](urp-global-settings.md)
- * [Pre-built effects (Renderer Features)](urp-renderer-feature.md)
- * [How to add a Renderer Feature](urp-renderer-feature-how-to-add.md)
- * [Render Objects Renderer Feature](renderer-features/renderer-feature-render-objects-landing.md)
- * [Example: How to create a custom rendering effect using the Render Objects Renderer Feature](renderer-features/how-to-custom-effect-render-objects.md)
- * [Render Objects Renderer Feature reference](renderer-features/renderer-feature-render-objects.md)
- * [Decal Renderer Feature](renderer-feature-decal-landing.md)
- * [Decal Renderer Feature](renderer-feature-decal.md)
- * [Decal Shader Graph](decal-shader.md)
- * [Screen Space Ambient Occlusion (SSAO) Renderer Feature](post-processing-ssao.md)
- * [Screen Space Shadows Renderer Feature](renderer-feature-screen-space-shadows.md)
- * [Full Screen Pass Renderer Feature](renderer-features/renderer-feature-full-screen-pass-landing.md)
- * [How to create a custom post-processing effect](post-processing/post-processing-custom-effect-low-code.md)
- * [Full Screen Pass Renderer Feature reference](renderer-features/renderer-feature-full-screen-pass.md)
-* [Upgrade guides](upgrade-guides.md)
- * [Render Pipeline Converter](features/rp-converter.md)
- * [Upgrading to URP 17](upgrade-guide-unity-6.md)
- * [Upgrading to URP 16](upgrade-guide-2023-2.md)
- * [Upgrading to URP 15](upgrade-guide-2023-1.md)
- * [Upgrading to URP 14](upgrade-guide-2022-2.md)
- * [Upgrading to URP 13](upgrade-guide-2022-1.md)
- * [Upgrading to URP 12.0.x](upgrade-guide-2021-2.md)
- * [Upgrading to URP 11.0.x](upgrade-guide-11-0-x.md)
- * [Upgrading to URP 10.1.x](upgrade-guide-10-1-x.md)
- * [Upgrading to URP 10.0.x](upgrade-guide-10-0-x.md)
- * [Upgrading to URP 9.0.x](upgrade-guide-9-0-x.md)
- * [Upgrading to URP 8.2.0](upgrade-guide-8-2-0.md)
- * [Upgrading to URP 8.1.0](upgrade-guide-8-1-0.md)
- * [Upgrading to URP 8.0.0](upgrade-guide-8-0-0.md)
- * [Upgrading to URP 7.4.0](upgrade-guide-7-4-0.md)
- * [Upgrading to URP 7.3.0](upgrade-guide-7-3-0.md)
- * [Upgrading to URP 7.2.0](upgrade-guide-7-2-0.md)
- * [Upgrading from LWRP to URP](upgrade-lwrp-to-urp.md)
-* [Rendering](rendering-in-universalrp.md)
- * [Rendering Layers](features/rendering-layers.md)
-* [Lighting](lighting.md)
- * [Lighting in URP](lighting/lighting-in-urp.md)
- * [Light component reference](light-component.md)
- * [The Universal Additional Light Data component](universal-additional-light-data.md)
- * [Lighting Mode](urp-lighting-mode.md)
- * [Shadows in the Universal Render Pipeline](Shadows-in-URP.md)
- * [Reflection probes](lighting/reflection-probes.md)
- * [View and control a light from its perspective](lights-placement-tool.md)
- * [Adaptive Probe Volumes (APV)](probevolumes.md)
- * [Understanding Adaptive Probe Volumes](probevolumes-concept.md)
- * [Use Adaptive Probe Volumes](probevolumes-use.md)
- * [Display Adaptive Probe Volumes](probevolumes-showandadjust.md)
- * [Configure the size and density of Adaptive Probe Volumes](probevolumes-changedensity.md)
- * [Bake multiple scenes together with Baking Sets](probevolumes-usebakingsets.md)
- * [Changing lighting at runtime](probe-volumes-change-lighting-at-runtime.md)
- * [Choose how to change lighting at runtime](probevolumes-understand-changing-lighting-at-runtime.md)
- * [Bake different lighting setups with Lighting Scenarios](probevolumes-bakedifferentlightingsetups.md)
- * [Update light from the sky at runtime with sky occlusion](probevolumes-skyocclusion.md)
- * [Streaming](probevolumes-streaming.md)
- * [Fix issues with Adaptive Probe Volumes](probevolumes-fixissues.md)
- * [Adaptive Probe Volume Inspector window reference](probevolumes-inspector-reference.md)
- * [Adaptive Probe Volumes panel reference](probevolumes-lighting-panel-reference.md)
- * [Probe Volumes Options Override reference](probevolumes-options-override-reference.md)
- * [Probe Adjustment Volume component reference](probevolumes-adjustment-volume-component-reference.md)
- * [Lens flares](shared/lens-flare/lens-flare.md)
- * [Choose a lens flare type](shared/lens-flare/choose-a-lens-flare-type.md)
- * [Add lens flares](shared/lens-flare/lens-flare-component.md)
- * [Add screen space lens flares](shared/lens-flare/post-processing-screen-space-lens-flare.md)
- * [Lens Flare (SRP) reference](shared/lens-flare/lens-flare-srp-reference.md)
- * [Lens Flare (SRP) Data Asset reference](shared/lens-flare/lens-flare-asset.md)
- * [Screen Space Lens Flare override reference](shared/lens-flare/reference-screen-space-lens-flare.md)
-* [Cameras](cameras.md)
- * [Cameras in URP](cameras/camera-differences-in-urp.md)
- * [Understand camera render order](cameras-advanced.md)
- * [Camera render types](camera-types-and-render-type.md)
- * [Anti-aliasing in URP](anti-aliasing.md)
- * [Motion vectors](features/motion-vectors.md)
- * [Use multiple cameras](cameras-multiple.md)
- * [Understand camera stacking](cameras/camera-stacking-concepts.md)
- * [Set up a camera stack](camera-stacking.md)
- * [Add and remove cameras in a camera stack](cameras/add-and-remove-cameras-in-a-stack.md)
- * [Set up split-screen rendering](rendering-to-the-same-render-target.md)
- * [Apply different post processing effects to separate cameras](cameras/apply-different-post-proc-to-cameras.md)
- * [Render a camera's output to a Render Texture](rendering-to-a-render-texture.md)
- * [Render a camera outside the rendering loop](User-Render-Requests.md)
- * [Customize a camera](universal-additional-camera-data.md)
- * [Camera component properties](camera-component-reference.md)
- * [Physical Camera properties](cameras/physical-camera-reference.md)
-* [Post-processing](integration-with-post-processing.md)
- * [How to configure](integration-with-post-processing.md#post-proc-how-to)
- * [Spatial-Temporal Post-processing](stp/stp-upscaler.md)
- * [Spatial-Temporal Post-processing debug views](stp/stp-debug-views.md)
- * [HDR Output](post-processing/hdr-output.md)
- * [Custom Passes with HDR Output](post-processing/hdr-custom-pass.md)
- * [Implement an HDR Output compatible custom overlay](post-processing/hdr-output-implement-custom-overlay.md)
- * [Volumes](volumes-landing-page.md)
- * [Understand Volumes](Volumes.md)
- * [Set up a Volume](set-up-a-volume.md)
- * [Create a Volume Profile](Volume-Profile.md)
- * [Configure Volume Overrides](VolumeOverrides.md)
- * [Volume component reference](volume-component-reference.md)
- * [Effect List](EffectList.md)
- * [Ambient Occlusion](post-processing-ssao.md)
- * [Bloom](post-processing-bloom.md)
- * [Channel Mixer](Post-Processing-Channel-Mixer.md)
- * [Chromatic Aberration](post-processing-chromatic-aberration.md)
- * [Color Adjustments](Post-Processing-Color-Adjustments.md)
- * [Color Curves](Post-Processing-Color-Curves.md)
- * [Depth of Field](post-processing-depth-of-field.md)
- * [Film Grain](Post-Processing-Film-Grain.md)
- * [Lens Distortion](Post-Processing-Lens-Distortion.md)
- * [Lift, Gamma, and Gain](Post-Processing-Lift-Gamma-Gain.md)
- * [Motion Blur](Post-Processing-Motion-Blur.md)
- * [Panini Projection](Post-Processing-Panini-Projection.md)
- * [Screen Space Lens Flare](shared/lens-flare/post-processing-screen-space-lens-flare.md)
- * [Shadows Midtones Highlights](Post-Processing-Shadows-Midtones-Highlights.md)
- * [Split Toning](Post-Processing-Split-Toning.md)
- * [Tonemapping](post-processing-tonemapping.md)
- * [Vignette](post-processing-vignette.md)
- * [White Balance](Post-Processing-White-Balance.md)
- * [Lens Flare](shared/lens-flare/lens-flare-component.md)
- * [Custom Post-processing](post-processing/custom-post-processing.md)
- * [How to create a custom post-processing effect](post-processing/post-processing-custom-effect-low-code.md)
-
-* [Shaders and Materials](shaders-in-universalrp.md)
- * [Shading Models](shading-model.md)
- * [Material Variants](materialvariant-URP.md)
- * [Complex Lit](shader-complex-lit.md)
- * [Lit](lit-shader.md)
- * [Simple Lit](simple-lit-shader.md)
- * [Baked Lit](baked-lit-shader.md)
- * [Unlit](unlit-shader.md)
- * [Terrain Lit](shader-terrain-lit.md)
- * [Particles Lit](particles-lit-shader.md)
- * [Particles Simple Lit](particles-simple-lit-shader.md)
- * [Particles Unlit](particles-unlit-shader.md)
- * [Decal](decal-shader.md)
- * [Fullscreen](urp-shaders/master-stack-fullscreen.md)
- * [Canvas](canvas-shader.md)
- * [Upgrading shaders from Built-in](upgrading-your-shaders.md)
- * [Upgrade custom shaders for URP compatibility](urp-shaders/birp-urp-custom-shader-upgrade-guide.md)
- * [Shader stripping](shader-stripping.md)
- * [Writing custom shaders](writing-custom-shaders-urp.md)
- * [Creating a sample scene](writing-shaders-urp-basic-prerequisites.md)
- * [URP basic unlit shader](writing-shaders-urp-basic-unlit-structure.md)
- * [URP unlit shader with color input](writing-shaders-urp-unlit-color.md)
- * [Drawing a texture](writing-shaders-urp-unlit-texture.md)
- * [Visualizing normal vectors](writing-shaders-urp-unlit-normals.md)
- * [Reconstruct the world space positions](writing-shaders-urp-reconstruct-world-position.md)
- * [Shader methods in URP](use-built-in-shader-methods.md)
- * [Import a file from the URP shader library](use-built-in-shader-methods-import.md)
- * [Transform positions in a custom URP shader](use-built-in-shader-methods-transformations.md)
- * [Use the camera in a custom URP shader](use-built-in-shader-methods-camera.md)
- * [Use lighting in a custom URP shader](use-built-in-shader-methods-lighting.md)
- * [Use shadows in a custom URP shader](use-built-in-shader-methods-shadows.md)
- * [URP ShaderLab Pass tags](urp-shaders/urp-shaderlab-pass-tags.md)
-* [Custom rendering and post-processing](customizing-urp.md)
- * [Custom render pass workflow in URP](renderer-features/custom-rendering-pass-workflow-in-urp.md)
- * [Scriptable Render Passes](renderer-features/scriptable-render-passes.md)
- * [Introduction to Scriptable Render Passes](renderer-features/intro-to-scriptable-render-passes.md)
- * [Render graph system](render-graph.md)
- * [Introduction to the render graph system](render-graph-introduction.md)
- * [Write a render pass using the render graph system](render-graph-write-render-pass.md)
- * [Use textures](working-with-textures.md)
- * [Create a render graph system texture](render-graph-create-a-texture.md)
- * [Import a texture into the render graph system](render-graph-import-a-texture.md)
- * [Access a texture in a custom render pass](render-graph-read-write-texture.md)
- * [Transfer a texture between render passes](render-graph-pass-textures-between-passes.md)
- * [URP blit best practices](customize/blit-overview.md)
- * [Use frame data](render-graph-frame-data.md)
- * [Get data from the current frame](accessing-frame-data.md)
- * [Get data from previous frames](render-graph-get-previous-frames.md)
- * [Add textures to previous frames](render-graph-add-textures-to-previous-frames.md)
- * [Get the current framebuffer with framebuffer fetch](render-graph-framebuffer-fetch.md)
- * [Draw objects in a render pass](render-graph-draw-objects-in-a-pass.md)
- * [Use a compute shader in a render pass](render-graph-compute-shader.md)
- * [Run a compute shader in a render pass](render-graph-compute-shader-run.md)
- * [Create input data for a compute shader](render-graph-compute-shader-input.md)
- * [Analyze a render graph](render-graph-view.md)
- * [Use Compatibility Mode APIs in render graph render passes](render-graph-unsafe-pass.md)
- * [Render Graph Viewer window reference](render-graph-viewer-reference.md)
- * [Adding a Scriptable Render Pass to the frame rendering loop](inject-a-render-pass.md)
- * [Scriptable Renderer Features](renderer-features/scriptable-renderer-features/scriptable-renderer-features-landing.md)
- * [Introduction to Scriptable Renderer Features](renderer-features/scriptable-renderer-features/intro-to-scriptable-renderer-features.md)
- * [Inject a custom render pass using a Scriptable Renderer Feature](renderer-features/scriptable-renderer-features/inject-a-pass-using-a-scriptable-renderer-feature.md)
- * [Apply a Scriptable Renderer Feature to a specific camera type](renderer-features/scriptable-renderer-features/apply-scriptable-feature-to-specific-camera.md)
- * [Example of a complete Scriptable Renderer Feature](renderer-features/create-custom-renderer-feature.md)
- * [Scriptable Renderer Feature API reference](renderer-features/scriptable-renderer-features/scriptable-renderer-feature-reference.md)
- * [Inject a render pass via scripting](customize/inject-render-pass-via-script.md)
- * [Injection points reference](customize/custom-pass-injection-points.md)
- * [Custom URP post-processing effect](post-processing/custom-post-processing-with-volume.md)
- * [Compatibility mode](compatibility-mode.md)
- * [Write a Scriptable Render Pass in Compatibility Mode](renderer-features/write-a-scriptable-render-pass.md)
- * [Example of a complete Scriptable Renderer Feature in Compatibility Mode](renderer-features/create-custom-renderer-feature-compatibility-mode.md)
- * [Scriptable Render Pass Compatibility Mode API reference](renderer-features/scriptable-renderer-features/scriptable-render-pass-reference.md)
- * [Perform a full screen blit in URP in Compatibility mode](renderer-features/how-to-fullscreen-blit.md)
-* [Optimization](urp-optimization.md)
- * [Rendering Debugger](features/rendering-debugger.md)
- * [Use the Rendering Debugger](features/rendering-debugger-use.md)
- * [Add controls to the Rendering Debugger](features/rendering-debugger-add-controls.md)
- * [Rendering Debugger reference](features/rendering-debugger-reference.md)
- * [Optimize for better performance](optimize-for-better-performance.md)
- * [Reduce rendering work on the CPU](reduce-rendering-work-on-cpu.md)
- * [Use the GPU Resident Drawer](gpu-resident-drawer.md)
- * [Make a GameObject compatible with the GPU Resident Drawer](make-object-compatible-gpu-rendering.md)
- * [Use GPU occlusion culling](gpu-culling.md)
- * [Update Quality Setting Presets for URP](birp-onboarding/quality-presets.md)
- * [Optimization techniques for untethered XR devices](xr-untethered-device-optimization.md)
-* [2D graphics features](2d-index.md)
- * [Introduction to the 2D Lighting system](Lights-2D-intro.md)
- * [Requirements and setup](Setup.md)
- * [Configure the 2D Renderer Asset](2DRendererData-overview.md)
- * [HDR emulation scale](HDREmulationScale.md)
- * [Light Blend Styles](LightBlendStyles.md)
- * [Using the Tilemap Renderer with URP 2D](2d/tilemap-renderer-2d-renderer.md)
- * [Prepare sprites and upgrade projects for lighting](PrepShader.md)
- * [Normal map and mask Textures](SecondaryTextures.md)
- * [Common 2D Light Type properties](2DLightProperties.md)
- * [Specific 2D Light Type properties](LightTypes.md)
- * [Using the Tilemap Renderer with URP 2D](2d/tilemap-renderer-2d-renderer.md)
- * [Create shadows with Shadow Caster 2D](2DShadows.md)
- * [Create a 2D sprite Shader Graph](ShaderGraph.md)
- * [Light a Visual Effect Graph asset](2d-visual-effect-graph-compatibility.md)
- * [Using the Light Batching Debugger](2d-light-batching-debugger.md)
- * [2D Pixel Perfect](2d-pixelperfect.md)
- * [Using the Cinemachine Pixel Perfect extension](pixel-cinemachine.md)
-* [Frequently asked questions (FAQ)](faq.md)
-* [Known issues](known-issues.md)
+* [The content is moved to the Unity Manual](index.md)
diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-reference.md b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-reference.md
index 1388ec56c5c..3a4fa8246f7 100644
--- a/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-reference.md
+++ b/Packages/com.unity.render-pipelines.universal/Documentation~/features/rendering-debugger-reference.md
@@ -122,10 +122,10 @@ The properties in this section let you visualize different Material properties.
#### Material Filters
-| **Property** | **Description** |
-| --- | --- |
-| **Material Override** | Select a Material property to visualize on every GameObject on screen. The available options are:Albedo Specular Alpha Smoothness AmbientOcclusion Emission NormalWorldSpace NormalTangentSpace LightingComplexity Metallic SpriteMask With the **LightingComplexity** value selected, Unity shows how many Lights affect areas of the screen space. |
-| **Vertex Attribute** | Select a vertex attribute of GameObjects to visualize on screen. The available options are:Texcoord0 Texcoord1 Texcoord2 Texcoord3 Color Tangent Normal |
+| **Property** | **Description** |
+| --- |---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
+| **Material Override** | Select a Material property to visualize on every GameObject on screen. The available options are:Albedo Specular Alpha Smoothness AmbientOcclusion Emission NormalWorldSpace NormalTangentSpace LightingComplexity Metallic SpriteMask RenderingLayerMasks With the **LightingComplexity** value selected, Unity shows how many Lights affect areas of the screen space. With the **RenderingLayerMasks** value selected, you can filter the layers you want to debug either manually using the **Filter Layers** option or by selecting a light with the **Filter Rendering Layers by Light** option. Additionally, you can override the debug colors using **Layers Color**. |
+| **Vertex Attribute** | Select a vertex attribute of GameObjects to visualize on screen. The available options are:Texcoord0 Texcoord1 Texcoord2 Texcoord3 Color Tangent Normal |
#### Material Validation
diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/index.md b/Packages/com.unity.render-pipelines.universal/Documentation~/index.md
index 59d97e58a82..15966e444e1 100644
--- a/Packages/com.unity.render-pipelines.universal/Documentation~/index.md
+++ b/Packages/com.unity.render-pipelines.universal/Documentation~/index.md
@@ -1,24 +1,8 @@
---
uid: urp-index
---
-# Universal Render Pipeline overview
+# The documentation has moved to the Unity Manual
-![Universal Render Pipeline in action](Images/AssetShots/Beauty/Overview.png)
+The documentation for the Universal Render Pipeline (URP) in Unity 6 Preview has moved to the [Unity Manual](https://docs.unity3d.com/6000.0/Documentation/Manual/urp/urp-introduction.html).
-The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.
-
-## Requirements
-
-For information about requirements and compatibility, refer to the [Requirements](requirements.md).
-
-## What's new in URP
-
-For information on what's new in the latest version of URP, refer to [What's new in URP](whats-new/urp-whats-new.md).
-
-## Getting started with URP
-
-For information on starting a new URP Project from scratch, or about installing URP in an existing Unity Project, check [Getting started](InstallingAndConfiguringURP.md).
-
-## Upgrading
-
-For information on upgrading from a previous version of URP to the current version, or for information about upgrading from the Lightweight Render Pipeline (LWRP) to URP, refer to [Upgrade guides](upgrade-guides.md).
+The [scripting API](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/api/index.html) documentation is still on this website.
diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md
index 1a27e327db6..54375c7eaa1 100644
--- a/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md
+++ b/Packages/com.unity.render-pipelines.universal/Documentation~/urp-universal-renderer.md
@@ -91,7 +91,7 @@ This section contains properties related to URP's Native RenderPass API.
| Property | Description |
|:-|:-|
-| **Native RenderPass** | Indicates whether to use URP's Native RenderPass API. When enabled, URP uses this API to structure render passes. As a result, you can use [programmable blending](https://docs.unity3d.com/Manual/SL-PlatformDifferences.html#using-shader-framebuffer-fetch) in custom URP shaders. For more information about the RenderPass API, refer to [ScriptableRenderContext.BeginRenderPass](https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.BeginRenderPass.html). **Note**: Enabling this property has no effect on OpenGL ES. |
+| **Native RenderPass** | Indicates whether to use URP's Native RenderPass API. When enabled, URP uses this API to structure render passes. As a result, you can use [programmable blending](https://docs.unity3d.com/Manual/SL-PlatformDifferences.html#using-shader-framebuffer-fetch) in custom URP shaders. For more information about the RenderPass API, refer to [ScriptableRenderContext.BeginRenderPass](https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.BeginRenderPass.html). **Note**: Enabling this property has no effect on OpenGL ES. **Note**: This property is not activated in the editor and only works in the player(standalone player).|
### Shadows
diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/SpriteSubTargetUtility.cs b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/SpriteSubTargetUtility.cs
index 63ae3cd1108..2ee799a6bd5 100644
--- a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/SpriteSubTargetUtility.cs
+++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/SpriteSubTargetUtility.cs
@@ -2,11 +2,28 @@
using System.Linq;
using UnityEditor.ShaderGraph;
using UnityEngine.UIElements;
+using static UnityEditor.Rendering.Universal.ShaderGraph.UniversalTarget;
namespace UnityEditor.Rendering.Universal.ShaderGraph
{
internal static class SpriteSubTargetUtility
{
+ public static RenderStateCollection GetDefaultRenderState(UniversalTarget target)
+ {
+ var result = CoreRenderStates.Default;
+
+ // Add Z write
+ if (target.zWriteControl == ZWriteControl.ForceEnabled)
+ result.Add(RenderState.ZWrite(ZWrite.On));
+ else
+ result.Add(RenderState.ZWrite(ZWrite.Off), new FieldCondition(UniversalFields.SurfaceTransparent, true));
+
+ // Add Z test
+ result.Add(RenderState.ZTest(target.zTestMode.ToString()));
+
+ return result;
+ }
+
public static void AddDefaultFields(ref TargetFieldContext context, UniversalTarget target)
{
// Only support SpriteColor legacy block if BaseColor/Alpha are not active
@@ -58,6 +75,29 @@ public static void AddDefaultPropertiesGUI(ref TargetPropertyGUIContext context,
onChange();
});
+ context.AddProperty("Depth Write", new EnumField(ZWriteControl.ForceDisabled) { value = target.zWriteControl }, (evt) =>
+ {
+ if (Equals(target.zWriteControl, evt.newValue))
+ return;
+
+ registerUndo("Change Depth Write Control");
+ target.zWriteControl = (ZWriteControl)evt.newValue;
+ onChange();
+ });
+
+ if (target.zWriteControl == ZWriteControl.ForceEnabled)
+ {
+ context.AddProperty("Depth Test", new EnumField(ZTestModeForUI.LEqual) { value = (ZTestModeForUI)target.zTestMode }, (evt) =>
+ {
+ if (Equals(target.zTestMode, evt.newValue))
+ return;
+
+ registerUndo("Change Depth Test");
+ target.zTestMode = (ZTestMode)evt.newValue;
+ onChange();
+ });
+ }
+
context.AddProperty("Alpha Clipping", new Toggle() { value = target.alphaClip }, (evt) =>
{
if (Equals(target.alphaClip, evt.newValue))
diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteCustomLitSubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteCustomLitSubTarget.cs
index f59055c488b..733351d7123 100644
--- a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteCustomLitSubTarget.cs
+++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteCustomLitSubTarget.cs
@@ -1,7 +1,5 @@
using System;
-using System.Linq;
using UnityEditor.ShaderGraph;
-
using Unity.Rendering.Universal;
namespace UnityEditor.Rendering.Universal.ShaderGraph
@@ -108,7 +106,7 @@ public static PassDescriptor Lit(UniversalTarget target)
fieldDependencies = CoreFieldDependencies.Default,
// Conditional State
- renderStates = CoreRenderStates.Default,
+ renderStates = SpriteSubTargetUtility.GetDefaultRenderState(target),
pragmas = CorePragmas._2DDefault,
defines = new DefineCollection(),
keywords = SpriteLitKeywords.Lit,
diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteLitSubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteLitSubTarget.cs
index 13ed32fdffc..db890426073 100644
--- a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteLitSubTarget.cs
+++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteLitSubTarget.cs
@@ -2,9 +2,7 @@
using System.Collections.Generic;
using UnityEditor.ShaderGraph;
using UnityEditor.ShaderGraph.Legacy;
-
using Unity.Rendering.Universal;
-using UnityEngine;
namespace UnityEditor.Rendering.Universal.ShaderGraph
{
@@ -131,7 +129,7 @@ public static PassDescriptor Lit(UniversalTarget target)
fieldDependencies = CoreFieldDependencies.Default,
// Conditional State
- renderStates = CoreRenderStates.Default,
+ renderStates = SpriteSubTargetUtility.GetDefaultRenderState(target),
pragmas = CorePragmas._2DDefault,
defines = new DefineCollection(),
keywords = SpriteLitKeywords.Lit,
diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteUnlitSubTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteUnlitSubTarget.cs
index 95432efcf33..71969e5b8b5 100644
--- a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteUnlitSubTarget.cs
+++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteUnlitSubTarget.cs
@@ -1,9 +1,7 @@
using System;
-using System.Linq;
using System.Collections.Generic;
using UnityEditor.ShaderGraph;
using UnityEditor.ShaderGraph.Legacy;
-
using Unity.Rendering.Universal;
namespace UnityEditor.Rendering.Universal.ShaderGraph
@@ -126,7 +124,7 @@ public static PassDescriptor Unlit(UniversalTarget target)
fieldDependencies = CoreFieldDependencies.Default,
// Conditional State
- renderStates = CoreRenderStates.Default,
+ renderStates = SpriteSubTargetUtility.GetDefaultRenderState(target),
pragmas = CorePragmas._2DDefault,
defines = new DefineCollection(),
keywords = SpriteUnlitKeywords.Unlit,
diff --git a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs
index 099c18e6bc6..5b2861bfa4b 100644
--- a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs
+++ b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs
@@ -300,7 +300,7 @@ void DoCameraOverride(ref Rect rect)
EditorGUI.BeginChangeCheck();
var newOffset = EditorGUI.Vector3Field(rect, Styles.positionOffset, new Vector3(offset.x, offset.y, offset.z));
if (EditorGUI.EndChangeCheck())
- m_CameraOffset.vector4Value = new Vector4(newOffset.x, newOffset.y, newOffset.z, 1f);
+ m_CameraOffset.vector4Value = new Vector4(newOffset.x, newOffset.y, newOffset.z, 0f);
rect.y += Styles.defaultLineSpace;
//Restore prev camera projections
EditorGUI.PropertyField(rect, m_RestoreCamera, Styles.restoreCamera);
diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs
index 664d3810b75..6432e9e1169 100644
--- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs
+++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs
@@ -93,6 +93,22 @@ enum VolumeFeatures
}
+ ///
+ /// This class is used solely to make sure Shader Prefiltering data inside the
+ /// URP Assets get updated before anything (Like Asset Bundles) are built.
+ ///
+ class UpdateShaderPrefilteringDataBeforeBuild : IPreprocessShaders
+ {
+ public int callbackOrder => -100;
+
+ public UpdateShaderPrefilteringDataBeforeBuild()
+ {
+ ShaderBuildPreprocessor.GatherShaderFeatures(Debug.isDebugBuild);
+ }
+
+ public void OnProcessShader(Shader shader, ShaderSnippetData snippetData, IList compilerDataList){}
+ }
+
///
/// Preprocess Build class used to determine the shader features used in the project.
/// Also called when building Asset Bundles.
@@ -223,7 +239,7 @@ public void OnPostprocessBuild(BuildReport report)
// Gathers all the shader features and updates the prefiltering
// settings for all URP Assets in the quality settings
- private static void GatherShaderFeatures(bool isDevelopmentBuild)
+ internal static void GatherShaderFeatures(bool isDevelopmentBuild)
{
GetGlobalAndPlatformSettings(isDevelopmentBuild);
GetSupportedFeaturesFromVolumes();
diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl
index ff333bee9d2..1aee62bd95f 100644
--- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl
+++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPassDecal.hlsl
@@ -248,14 +248,7 @@ void Frag(PackedVaryings packedInput,
half3 normalWS = half3(LoadSceneNormals(positionCS.xy));
#endif
- float2 positionSS = input.positionCS.xy * _ScreenSize.zw;
-
-#if defined(SUPPORTS_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- UNITY_BRANCH if (_FOVEATED_RENDERING_NON_UNIFORM_RASTER)
- {
- positionSS = RemapFoveatedRenderingNonUniformToLinearCS(input.positionCS.xy, true) * _ScreenSize.zw;
- }
-#endif
+ float2 positionSS = FoveatedRemapNonUniformToLinearCS(input.positionCS.xy) * _ScreenSize.zw;
#ifdef DECAL_PROJECTOR
float3 positionWS = ComputeWorldSpacePosition(positionSS, depth, UNITY_MATRIX_I_VP);
diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs
index 7dfd89564e7..4d863ecc5e4 100644
--- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs
+++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs
@@ -514,7 +514,7 @@ public override void GetPropertiesGUI(ref TargetPropertyGUIContext context, Acti
}
// this is a copy of ZTestMode, but hides the "Disabled" option, which is invalid
- enum ZTestModeForUI
+ internal enum ZTestModeForUI
{
Never = 1,
Less = 2,
@@ -1433,9 +1433,6 @@ public static class Uniforms
// used by sprite targets, NOT used by lit/unlit anymore
public static readonly RenderStateCollection Default = new RenderStateCollection
{
- { RenderState.ZTest(ZTest.LEqual) },
- { RenderState.ZWrite(ZWrite.On), new FieldCondition(UniversalFields.SurfaceOpaque, true) },
- { RenderState.ZWrite(ZWrite.Off), new FieldCondition(UniversalFields.SurfaceTransparent, true) },
{ RenderState.Cull(Cull.Back), new FieldCondition(Fields.DoubleSided, false) },
{ RenderState.Cull(Cull.Off), new FieldCondition(Fields.DoubleSided, true) },
{ RenderState.Blend(Blend.One, Blend.Zero), new FieldCondition(UniversalFields.SurfaceOpaque, true) },
diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs
index f2c13d645d5..15f93c2d219 100644
--- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs
+++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs
@@ -290,6 +290,12 @@ public override void OnClicked(int index)
{
EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(m_AssetsToConvert[index]));
}
+
+ internal static void DisableKeywords(Material material)
+ {
+ // LOD fade is now controlled by the render pipeline, and not the individual material, so disable it.
+ material.DisableKeyword("LOD_FADE_CROSSFADE");
+ }
}
///
@@ -457,6 +463,7 @@ public static void UpdateStandardMaterialKeywords(Material material)
UpdateSurfaceTypeAndBlendMode(material);
UpdateDetailScaleOffset(material);
BaseShaderGUI.SetupMaterialBlendMode(material);
+ UniversalRenderPipelineMaterialUpgrader.DisableKeywords(material);
}
///
@@ -481,6 +488,7 @@ public static void UpdateStandardSpecularMaterialKeywords(Material material)
UpdateSurfaceTypeAndBlendMode(material);
UpdateDetailScaleOffset(material);
BaseShaderGUI.SetupMaterialBlendMode(material);
+ UniversalRenderPipelineMaterialUpgrader.DisableKeywords(material);
}
static void UpdateDetailScaleOffset(Material material)
@@ -592,6 +600,7 @@ internal static void UpdateMaterialKeywords(Material material)
MaterialEditor.FixupEmissiveFlag(material);
bool shouldEmissionBeEnabled = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == 0;
CoreUtils.SetKeyword(material, "_EMISSION", shouldEmissionBeEnabled);
+ UniversalRenderPipelineMaterialUpgrader.DisableKeywords(material);
}
private static void UpdateMaterialSpecularSource(Material material)
@@ -625,22 +634,23 @@ public class TerrainUpgrader : MaterialUpgrader
/// The name of the old shader.
public TerrainUpgrader(string oldShaderName)
{
- RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.TerrainLit));
+ RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.TerrainLit), UniversalRenderPipelineMaterialUpgrader.DisableKeywords);
}
+
}
internal class SpeedTreeUpgrader : MaterialUpgrader
{
internal SpeedTreeUpgrader(string oldShaderName)
{
- RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SpeedTree7));
+ RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SpeedTree7), UniversalRenderPipelineMaterialUpgrader.DisableKeywords);
}
}
internal class SpeedTreeBillboardUpgrader : MaterialUpgrader
{
internal SpeedTreeBillboardUpgrader(string oldShaderName)
{
- RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SpeedTree7Billboard));
+ RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SpeedTree7Billboard), UniversalRenderPipelineMaterialUpgrader.DisableKeywords);
}
}
@@ -684,6 +694,7 @@ public ParticleUpgrader(string oldShaderName)
public static void UpdateStandardSurface(Material material)
{
UpdateSurfaceBlendModes(material);
+ UniversalRenderPipelineMaterialUpgrader.DisableKeywords(material);
}
///
@@ -693,6 +704,7 @@ public static void UpdateStandardSurface(Material material)
public static void UpdateUnlit(Material material)
{
UpdateSurfaceBlendModes(material);
+ UniversalRenderPipelineMaterialUpgrader.DisableKeywords(material);
}
///
@@ -749,7 +761,7 @@ public class AutodeskInteractiveUpgrader : MaterialUpgrader
/// The name of the old shader.
public AutodeskInteractiveUpgrader(string oldShaderName)
{
- RenameShader(oldShaderName, "Universal Render Pipeline/Autodesk Interactive/AutodeskInteractive");
+ RenameShader(oldShaderName, "Universal Render Pipeline/Autodesk Interactive/AutodeskInteractive", UniversalRenderPipelineMaterialUpgrader.DisableKeywords);
}
///
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs
index 57c7ad0ba02..6d80e1d0a22 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs
@@ -4,8 +4,49 @@ namespace UnityEngine.Rendering.Universal
{
internal static class Light2DLookupTexture
{
+ internal static readonly string k_LightLookupProperty = "_LightLookup";
+ internal static readonly string k_FalloffLookupProperty = "_FalloffLookup";
+ internal static readonly int k_LightLookupID = Shader.PropertyToID(k_LightLookupProperty);
+ internal static readonly int k_FalloffLookupID = Shader.PropertyToID(k_FalloffLookupProperty);
+
private static Texture2D s_PointLightLookupTexture;
private static Texture2D s_FalloffLookupTexture;
+ private static RTHandle m_LightLookupRTHandle = null;
+ private static RTHandle m_FalloffRTHandle = null;
+
+ public static RTHandle GetLightLookupTexture_Rendergraph()
+ {
+ if (s_PointLightLookupTexture == null || m_LightLookupRTHandle == null)
+ {
+ var lightLookupTexture = GetLightLookupTexture();
+
+ m_LightLookupRTHandle?.Release();
+ m_LightLookupRTHandle = RTHandles.Alloc(lightLookupTexture);
+ }
+
+ return m_LightLookupRTHandle;
+ }
+
+ public static RTHandle GetFallOffLookupTexture_Rendergraph()
+ {
+ if (s_FalloffLookupTexture == null || m_FalloffRTHandle == null)
+ {
+ var fallOffLookupTexture = GetFalloffLookupTexture();
+
+ m_FalloffRTHandle?.Release();
+ m_FalloffRTHandle = RTHandles.Alloc(fallOffLookupTexture);
+ }
+
+ return m_FalloffRTHandle;
+ }
+
+ public static void Release()
+ {
+ m_FalloffRTHandle?.Release();
+ m_LightLookupRTHandle?.Release();
+ m_FalloffRTHandle = null;
+ m_LightLookupRTHandle = null;
+ }
public static Texture GetLightLookupTexture()
{
@@ -14,13 +55,13 @@ public static Texture GetLightLookupTexture()
return s_PointLightLookupTexture;
}
- public static Texture GetFallOffLookupTexture()
+ public static Texture GetFalloffLookupTexture()
{
if (s_FalloffLookupTexture == null)
s_FalloffLookupTexture = CreateFalloffLookupTexture();
return s_FalloffLookupTexture;
- }
+ }
private static Texture2D CreatePointLightLookupTexture()
{
@@ -34,6 +75,7 @@ private static Texture2D CreatePointLightLookupTexture()
textureFormat = GraphicsFormat.R32G32B32A32_SFloat;
var texture = new Texture2D(WIDTH, HEIGHT, textureFormat, TextureCreationFlags.None);
+ texture.name = k_LightLookupProperty;
texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
var center = new Vector2(WIDTH / 2.0f, HEIGHT / 2.0f);
@@ -82,6 +124,7 @@ private static Texture2D CreateFalloffLookupTexture()
const GraphicsFormat textureFormat = GraphicsFormat.R8G8B8A8_SRGB;
var texture = new Texture2D(WIDTH, HEIGHT - 64, textureFormat, TextureCreationFlags.None);
+ texture.name = k_FalloffLookupProperty;
texture.filterMode = FilterMode.Bilinear;
texture.wrapMode = TextureWrapMode.Clamp;
for (var y = 0; y < HEIGHT; y++)
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs
index 20ab8a8fd0a..2d944974328 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/RendererLighting.cs
@@ -705,7 +705,6 @@ private static Material CreateLightMaterial(Renderer2DData rendererData, Light2D
SetBlendModes(material, BlendMode.One, BlendMode.One);
else
{
- material.SetInt("_HandleZTest", (int)CompareFunction.Disabled);
SetBlendModes(material, BlendMode.SrcAlpha, BlendMode.One);
}
}
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/CopyCameraSortingLayerPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/CopyCameraSortingLayerPass.cs
index 3932dd6c8a3..675b02c1d0f 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/CopyCameraSortingLayerPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/CopyCameraSortingLayerPass.cs
@@ -1,5 +1,4 @@
using System;
-using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawLight2DPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawLight2DPass.cs
index 27d64342f36..d5e57cdf532 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawLight2DPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawLight2DPass.cs
@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
-using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using CommonResourceData = UnityEngine.Rendering.Universal.UniversalResourceData;
@@ -18,34 +17,13 @@ internal class DrawLight2DPass : ScriptableRenderPass
internal static readonly int k_InverseHDREmulationScaleID = Shader.PropertyToID("_InverseHDREmulationScale");
internal static readonly string k_NormalMapID = "_NormalMap";
internal static readonly string k_ShadowMapID = "_ShadowTex";
- internal static readonly string k_LightLookupID = "_LightLookup";
- internal static readonly string k_FalloffLookupID = "_FalloffLookup";
TextureHandle[] intermediateTexture = new TextureHandle[1];
- internal static RTHandle m_FallOffRTHandle = null;
- internal static RTHandle m_LightLookupRTHandle = null;
- private int lightLookupInstanceID;
- private int fallOffLookupInstanceID;
internal static MaterialPropertyBlock s_PropertyBlock = new MaterialPropertyBlock();
public void Setup(RenderGraph renderGraph, ref Renderer2DData rendererData)
{
- // Reallocate external texture if needed
- var fallOffLookupTexture = Light2DLookupTexture.GetFallOffLookupTexture();
- if (fallOffLookupInstanceID != fallOffLookupTexture.GetInstanceID())
- {
- m_FallOffRTHandle = RTHandles.Alloc(fallOffLookupTexture);
- fallOffLookupInstanceID = fallOffLookupTexture.GetInstanceID();
- }
-
- var lightLookupTexture = Light2DLookupTexture.GetLightLookupTexture();
- if (lightLookupInstanceID != lightLookupTexture.GetInstanceID())
- {
- m_LightLookupRTHandle = RTHandles.Alloc(lightLookupTexture);
- lightLookupInstanceID = lightLookupTexture.GetInstanceID();
- }
-
foreach (var light in rendererData.lightCullResult.visibleLights)
{
if (light.useCookieSprite && light.m_CookieSpriteTexture != null)
@@ -53,12 +31,6 @@ public void Setup(RenderGraph renderGraph, ref Renderer2DData rendererData)
}
}
- public void Dispose()
- {
- m_FallOffRTHandle?.Release();
- m_LightLookupRTHandle?.Release();
- }
-
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
@@ -109,10 +81,6 @@ private static void Execute(RasterCommandBuffer cmd, PassData passData, ref Laye
if (breakBatch && LightBatch.isBatchingSupported)
RendererLighting.lightBatch.Flush(cmd);
- // Set material properties
- lightMaterial.SetTexture(k_LightLookupID, passData.lightLookUp);
- lightMaterial.SetTexture(k_FalloffLookupID, passData.fallOffLookUp);
-
if (passData.layerBatch.lightStats.useNormalMap)
s_PropertyBlock.SetTexture(k_NormalMapID, passData.normalMap);
@@ -190,10 +158,6 @@ internal static void ExecuteUnsafe(UnsafeCommandBuffer cmd, PassData passData, r
//if (breakBatch && LightBatch.isBatchingSupported)
// RendererLighting.lightBatch.Flush(cmd);
- // Set material properties
- lightMaterial.SetTexture(k_LightLookupID, passData.lightLookUp);
- lightMaterial.SetTexture(k_FalloffLookupID, passData.fallOffLookUp);
-
if (passData.layerBatch.lightStats.useNormalMap)
s_PropertyBlock.SetTexture(k_NormalMapID, passData.normalMap);
@@ -233,8 +197,6 @@ internal class PassData
internal TextureHandle normalMap;
internal TextureHandle shadowMap;
- internal TextureHandle fallOffLookUp;
- internal TextureHandle lightLookUp;
// TODO: Optimize and remove low level pass
// For low level shadow and light pass
@@ -287,11 +249,6 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData
passData.isVolumetric = isVolumetric;
passData.normalMap = layerBatch.lightStats.useNormalMap ? universal2DResourceData.normalsTexture[batchIndex] : TextureHandle.nullHandle;
passData.shadowMap = layerBatch.lightStats.useShadows ? universal2DResourceData.shadowsTexture : TextureHandle.nullHandle;
- passData.fallOffLookUp = graph.ImportTexture(m_FallOffRTHandle);
- passData.lightLookUp = graph.ImportTexture(m_LightLookupRTHandle);
-
- builder.UseTexture(passData.fallOffLookUp);
- builder.UseTexture(passData.lightLookUp);
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
@@ -336,11 +293,6 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData
passData.isVolumetric = isVolumetric;
passData.normalMap = layerBatch.lightStats.useNormalMap ? universal2DResourceData.normalsTexture[batchIndex] : TextureHandle.nullHandle;
passData.shadowMap = layerBatch.lightStats.useShadows ? universal2DResourceData.shadowsTexture : TextureHandle.nullHandle;
- passData.fallOffLookUp = graph.ImportTexture(m_FallOffRTHandle);
- passData.lightLookUp = graph.ImportTexture(m_LightLookupRTHandle);
-
- builder.UseTexture(passData.fallOffLookUp);
- builder.UseTexture(passData.lightLookUp);
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawRenderer2DPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawRenderer2DPass.cs
index af02f5dac9c..88dcf58aece 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawRenderer2DPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawRenderer2DPass.cs
@@ -8,17 +8,13 @@ namespace UnityEngine.Rendering.Universal
internal class DrawRenderer2DPass : ScriptableRenderPass
{
static readonly string k_RenderPass = "Renderer2D Pass";
- static readonly string k_SetLightGlobalPass = "SetLightGlobals Pass";
+ static readonly string k_SetLightBlendTexture = "SetLightBlendTextures";
private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler(k_RenderPass);
- private static readonly ProfilingSampler m_SetLightGlobalProfilingSampler = new ProfilingSampler(k_SetLightGlobalPass);
+ private static readonly ProfilingSampler m_SetLightBlendTextureProfilingSampler = new ProfilingSampler(k_SetLightBlendTexture);
private static readonly ShaderTagId k_CombinedRenderingPassName = new ShaderTagId("Universal2D");
private static readonly ShaderTagId k_LegacyPassName = new ShaderTagId("SRPDefaultUnlit");
-#if UNITY_EDITOR
- private static readonly int k_DefaultWhiteTextureID = Shader.PropertyToID("_DefaultWhiteTex");
-#endif
-
private static readonly List k_ShaderTags =
new List() {k_LegacyPassName, k_CombinedRenderingPassName};
@@ -97,7 +93,7 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData
// Preset global light textures for first batch
if (batchIndex == 0)
{
- using (var builder = graph.AddRasterRenderPass(k_SetLightGlobalPass, out var passData, m_SetLightGlobalProfilingSampler))
+ using (var builder = graph.AddRasterRenderPass(k_SetLightBlendTexture, out var passData, m_SetLightBlendTextureProfilingSampler))
{
if (layerBatch.lightStats.useAnyLights)
{
@@ -185,8 +181,6 @@ void SetGlobalLightTextures(RenderGraph graph, IRasterRenderGraphBuilder builder
if (cameraData.cameraType == CameraType.Preview)
isLitView = false;
- builder.SetGlobalTextureAfterPass(graph.defaultResources.whiteTexture, k_DefaultWhiteTextureID);
-
if (isLitView)
#endif
{
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawShadow2DPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawShadow2DPass.cs
index faf66ca656b..eb711bf8216 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawShadow2DPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawShadow2DPass.cs
@@ -35,9 +35,6 @@ private static void ExecuteShadowPass(UnsafeCommandBuffer cmd, DrawLight2DPass.P
var projectedShadowMaterial = passData.rendererData.GetProjectedShadowMaterial();
var projectedUnshadowMaterial = passData.rendererData.GetProjectedUnshadowMaterial();
- projectedShadowMaterial.SetTexture(DrawLight2DPass.k_FalloffLookupID, passData.fallOffLookUp);
- projectedUnshadowMaterial.SetTexture(DrawLight2DPass.k_FalloffLookupID, passData.fallOffLookUp);
-
ShadowRendering.PrerenderShadows(cmd, passData.rendererData, ref passData.layerBatch, light, 0, light.shadowIntensity);
}
}
@@ -62,8 +59,6 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData
passData.shadowMap = shadowTexture;
passData.shadowDepth = depthTexture;
passData.normalMap = layerBatch.lightStats.useNormalMap ? universal2DResourceData.normalsTexture[batchIndex] : TextureHandle.nullHandle;
- passData.fallOffLookUp = graph.ImportTexture(DrawLight2DPass.m_FallOffRTHandle);
- passData.lightLookUp = graph.ImportTexture(DrawLight2DPass.m_LightLookupRTHandle);
if (!isVolumetric)
{
@@ -88,8 +83,6 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData
builder.UseTexture(shadowTexture, AccessFlags.Write);
builder.UseTexture(depthTexture, AccessFlags.Write);
- builder.UseTexture(passData.fallOffLookUp);
- builder.UseTexture(passData.lightLookUp);
foreach (var light in layerBatch.shadowLights)
{
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/GlobalLightTexturePass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/GlobalLightTexturePass.cs
new file mode 100644
index 00000000000..5dcb53d1d5f
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/GlobalLightTexturePass.cs
@@ -0,0 +1,41 @@
+using UnityEngine.Rendering.RenderGraphModule;
+
+namespace UnityEngine.Rendering.Universal
+{
+ internal class GlobalLightTexturePass : ScriptableRenderPass
+ {
+ static readonly string k_SetGlobalLightTexture = "SetGlobalLightTextures";
+ private static readonly ProfilingSampler m_SetGlobalLightTextureProfilingSampler = new ProfilingSampler(k_SetGlobalLightTexture);
+
+#if UNITY_EDITOR
+ private static readonly int k_DefaultWhiteTextureID = Shader.PropertyToID("_DefaultWhiteTex");
+#endif
+
+ class PassData
+ {
+ }
+
+ internal static void SetGlobals(RenderGraph graph)
+ {
+ using (var builder = graph.AddRasterRenderPass(k_SetGlobalLightTexture, out var passData, m_SetGlobalLightTextureProfilingSampler))
+ {
+ // Set light lookup and fall off textures as global
+ var lightLookupTexture = graph.ImportTexture(Light2DLookupTexture.GetLightLookupTexture_Rendergraph());
+ var fallOffTexture = graph.ImportTexture(Light2DLookupTexture.GetFallOffLookupTexture_Rendergraph());
+
+ builder.SetGlobalTextureAfterPass(lightLookupTexture, Light2DLookupTexture.k_LightLookupID);
+ builder.SetGlobalTextureAfterPass(fallOffTexture, Light2DLookupTexture.k_FalloffLookupID);
+#if UNITY_EDITOR
+ builder.SetGlobalTextureAfterPass(graph.defaultResources.whiteTexture, k_DefaultWhiteTextureID);
+#endif
+
+ builder.AllowPassCulling(false);
+ builder.AllowGlobalStateModification(true);
+
+ builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
+ {
+ });
+ }
+ }
+ }
+}
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/GlobalLightTexturePass.cs.meta b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/GlobalLightTexturePass.cs.meta
new file mode 100644
index 00000000000..4590c2b150e
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/GlobalLightTexturePass.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 6625e53e7e2d40e41bb473bb7c20d739
\ No newline at end of file
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs
index b4eb61ad0a3..e356bd0110b 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs
@@ -1,43 +1,21 @@
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using static UnityEngine.Rendering.Universal.UniversalResourceDataBase;
-
using CommonResourceData = UnityEngine.Rendering.Universal.UniversalResourceData;
namespace UnityEngine.Rendering.Universal
{
- internal enum Renderer2DResource
- {
- BackBufferColor,
- BackBufferDepth,
-
- // intermediate camera targets
- CameraColor,
- CameraDepth,
-
- // intermediate depth for usage in passes with render texture scale
- IntermediateDepth,
-
- LightTexture0,
- LightTexture1,
- LightTexture2,
- LightTexture3,
-
- NormalsTexture,
- ShadowsTexture,
- UpscaleTexture,
- CameraSortingLayerTexture,
-
- InternalColorLut,
- AfterPostProcessColor,
- OverlayUITexture,
- DebugScreenColor,
- DebugScreenDepth
- }
-
internal sealed partial class Renderer2D : ScriptableRenderer
{
- RTHandle m_RenderGraphCameraColorHandle;
+ // TODO RENDERGRAPH: Once all cameras will run in a single RenderGraph we should remove all RTHandles and use per frame RG textures.
+ // We use 2 camera color handles so we can handle the edge case when a pass might want to read and write the same target.
+ // This is not allowed so we just swap the current target, this keeps camera stacking working and avoids an extra blit pass.
+ static int m_CurrentColorHandle = 0;
+ RTHandle[] m_RenderGraphCameraColorHandles = new RTHandle[]
+ {
+ null, null
+ };
+
RTHandle m_RenderGraphCameraDepthHandle;
RTHandle m_RenderGraphBackbufferColorHandle;
RTHandle m_RenderGraphBackbufferDepthHandle;
@@ -63,6 +41,24 @@ private struct ImportResourceSummary
internal ImportResourceParams backBufferDepthParams;
}
+ private RTHandle currentRenderGraphCameraColorHandle
+ {
+ get
+ {
+ return m_RenderGraphCameraColorHandles[m_CurrentColorHandle];
+ }
+ }
+
+ // get the next m_RenderGraphCameraColorHandles and make it the new current for future accesses
+ private RTHandle nextRenderGraphCameraColorHandle
+ {
+ get
+ {
+ m_CurrentColorHandle = (m_CurrentColorHandle + 1) % 2;
+ return currentRenderGraphCameraColorHandle;
+ }
+ }
+
ImportResourceSummary GetImportResourceSummary(RenderGraph renderGraph, UniversalCameraData cameraData)
{
ImportResourceSummary output = new ImportResourceSummary();
@@ -236,8 +232,8 @@ void CreateResources(RenderGraph renderGraph)
}
var renderTextureScale = m_Renderer2DData.lightRenderTextureScale;
- var width = (int)(cameraData.cameraTargetDescriptor.width * renderTextureScale);
- var height = (int)(cameraData.cameraTargetDescriptor.height * renderTextureScale);
+ var width = (int)Mathf.Max(1, cameraData.cameraTargetDescriptor.width * renderTextureScale);
+ var height = (int)Mathf.Max(1, cameraData.cameraTargetDescriptor.height * renderTextureScale);
// Intermediate depth desc (size of renderTextureScale)
{
@@ -322,7 +318,8 @@ void CreateResources(RenderGraph renderGraph)
cameraTargetDescriptor.autoGenerateMips = false;
cameraTargetDescriptor.depthBufferBits = (int)DepthBits.None;
- RenderingUtils.ReAllocateHandleIfNeeded(ref m_RenderGraphCameraColorHandle, cameraTargetDescriptor, cameraTargetFilterMode, TextureWrapMode.Clamp, name: "_CameraTargetAttachment");
+ RenderingUtils.ReAllocateHandleIfNeeded(ref m_RenderGraphCameraColorHandles[0], cameraTargetDescriptor, cameraTargetFilterMode, TextureWrapMode.Clamp, name: "_CameraTargetAttachmentA");
+ RenderingUtils.ReAllocateHandleIfNeeded(ref m_RenderGraphCameraColorHandles[1], cameraTargetDescriptor, cameraTargetFilterMode, TextureWrapMode.Clamp, name: "_CameraTargetAttachmentB");
commonResourceData.activeColorID = ActiveID.Camera;
}
else
@@ -343,13 +340,7 @@ void CreateResources(RenderGraph renderGraph)
m_CopyDepthPass.m_CopyResolvedDepth = resolveDepth;
if (hasMSAA)
- {
depthDescriptor.bindMS = !resolveDepth;
- }
-
- // binding MS surfaces is not supported by the GLES backend, and it won't be fixed after investigating
- if (IsGLDevice())
- depthDescriptor.bindMS = false;
depthDescriptor.graphicsFormat = GraphicsFormat.None;
depthDescriptor.depthStencilFormat = k_DepthStencilFormat;
@@ -365,7 +356,7 @@ void CreateResources(RenderGraph renderGraph)
cameraData.baseCamera.TryGetComponent(out var baseCameraData);
var baseRenderer = (Renderer2D)baseCameraData.scriptableRenderer;
- m_RenderGraphCameraColorHandle = baseRenderer.m_RenderGraphCameraColorHandle;
+ m_RenderGraphCameraColorHandles = baseRenderer.m_RenderGraphCameraColorHandles;
m_RenderGraphCameraDepthHandle = baseRenderer.m_RenderGraphCameraDepthHandle;
m_RenderGraphBackbufferColorHandle = baseRenderer.m_RenderGraphBackbufferColorHandle;
m_RenderGraphBackbufferDepthHandle = baseRenderer.m_RenderGraphBackbufferDepthHandle;
@@ -381,7 +372,7 @@ void CreateResources(RenderGraph renderGraph)
importSummary.cameraColorParams.discardOnLastUse = lastCameraInTheStack;
importSummary.cameraDepthParams.discardOnLastUse = lastCameraInTheStack;
- commonResourceData.cameraColor = renderGraph.ImportTexture(m_RenderGraphCameraColorHandle, importSummary.cameraColorParams);
+ commonResourceData.cameraColor = renderGraph.ImportTexture(currentRenderGraphCameraColorHandle, importSummary.cameraColorParams);
commonResourceData.cameraDepth = renderGraph.ImportTexture(m_RenderGraphCameraDepthHandle, importSummary.cameraDepthParams);
}
@@ -531,6 +522,9 @@ private void OnMainRendering(RenderGraph renderGraph)
var cameraSortingLayerBoundsIndex = Render2DLightingPass.GetCameraSortingLayerBoundsIndex(m_Renderer2DData);
+ // Set Global Light Textures
+ GlobalLightTexturePass.SetGlobals(renderGraph);
+
// Main render passes
// Normal Pass
@@ -624,7 +618,8 @@ private void OnAfterRendering(RenderGraph renderGraph)
commonResourceData.debugScreenDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, "_DebugScreenDepth", false);
}
- bool applyPostProcessing = postProcessingData.isEnabled && m_PostProcessPasses.isCreated;
+ bool applyPostProcessing = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated;
+ bool anyPostProcessing = postProcessingData.isEnabled && m_PostProcessPasses.isCreated;
cameraData.camera.TryGetComponent(out var ppc);
bool isPixelPerfectCameraEnabled = ppc != null && ppc.enabled && ppc.cropFrame != PixelPerfectCamera.CropFrame.None;
@@ -633,28 +628,40 @@ private void OnAfterRendering(RenderGraph renderGraph)
// When using Upscale Render Texture on a Pixel Perfect Camera, we want all post-processing effects done with a low-res RT,
// and only upscale the low-res RT to fullscreen when blitting it to camera target. Also, final post processing pass is not run in this case,
// so FXAA is not supported (you don't want to apply FXAA when everything is intentionally pixelated).
- bool requireFinalPostProcessPass = cameraData.resolveFinalTarget && !ppcUpscaleRT && applyPostProcessing && cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing;
+ bool applyFinalPostProcessing = cameraData.resolveFinalTarget && !ppcUpscaleRT && anyPostProcessing && cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing;
bool hasPassesAfterPostProcessing = activeRenderPassQueue.Find(x => x.renderPassEvent == RenderPassEvent.AfterRenderingPostProcessing) != null;
bool needsColorEncoding = DebugHandler == null || !DebugHandler.HDRDebugViewIsActive(cameraData.resolveFinalTarget);
- var finalColorHandle = commonResourceData.activeColorTexture;
-
if (applyPostProcessing)
{
+ TextureHandle activeColor = commonResourceData.activeColorTexture;
+
+ // if the postprocessing pass is trying to read and write to the same CameraColor target, we need to swap so it writes to a different target,
+ // since reading a pass attachment is not possible. Normally this would be possible using temporary RenderGraph managed textures.
+ // The reason why in this case we need to use "external" RTHandles is to preserve the results for camera stacking.
+ // TODO RENDERGRAPH: Once all cameras will run in a single RenderGraph we can just use temporary RenderGraph textures as intermediate buffer.
+ ImportResourceParams importColorParams = new ImportResourceParams();
+ importColorParams.clearOnFirstUse = true;
+ importColorParams.clearColor = Color.black;
+ importColorParams.discardOnLastUse = cameraData.resolveFinalTarget; // check if last camera in the stack
+
+ commonResourceData.cameraColor = renderGraph.ImportTexture(nextRenderGraphCameraColorHandle, importColorParams);
+
postProcessPass.RenderPostProcessingRenderGraph(
renderGraph,
frameData,
- commonResourceData.activeColorTexture,
+ activeColor,
commonResourceData.internalColorLut,
commonResourceData.overlayUITexture,
- commonResourceData.afterPostProcessColor,
- requireFinalPostProcessPass,
+ commonResourceData.activeColorTexture,
+ applyFinalPostProcessing,
resolveToDebugScreen,
needsColorEncoding);
- finalColorHandle = commonResourceData.afterPostProcessColor;
}
+ var finalColorHandle = commonResourceData.activeColorTexture;
+
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent2D.AfterRenderingPostProcessing);
// Do PixelPerfect upscaling when using the Stretch Fill option
if (requirePixelPerfectUpscale)
@@ -669,12 +676,18 @@ private void OnAfterRendering(RenderGraph renderGraph)
if (createColorTexture)
{
- if (requireFinalPostProcessPass)
+ if (applyFinalPostProcessing)
postProcessPass.RenderFinalPassRenderGraph(renderGraph, frameData, in finalColorHandle, commonResourceData.overlayUITexture, in finalBlitTarget, needsColorEncoding);
- else
+ else if (cameraData.resolveFinalTarget)
m_FinalBlitPass.Render(renderGraph, frameData, cameraData, finalColorHandle, finalBlitTarget, commonResourceData.overlayUITexture);
finalColorHandle = finalBlitTarget;
+
+ if (cameraData.resolveFinalTarget)
+ {
+ commonResourceData.activeColorID = ActiveID.BackBuffer;
+ commonResourceData.activeDepthID = ActiveID.BackBuffer;
+ }
}
// We can explicitly render the overlay UI from URP when HDR output is not enabled.
@@ -684,22 +697,27 @@ private void OnAfterRendering(RenderGraph renderGraph)
if (shouldRenderUI && !outputToHDR)
m_DrawOverlayUIPass.RenderOverlay(renderGraph, frameData, in finalColorHandle, in finalDepthHandle);
+
// If HDR debug views are enabled, DebugHandler will perform the blit from debugScreenColor (== finalColorHandle) to backBufferColor.
DebugHandler?.Setup(renderGraph, cameraData.isPreviewCamera);
DebugHandler?.Render(renderGraph, cameraData, finalColorHandle, commonResourceData.overlayUITexture, commonResourceData.backBufferColor);
+ if (cameraData.isSceneViewCamera)
+ DrawRenderGraphWireOverlay(renderGraph, frameData, commonResourceData.backBufferColor);
+
if (drawGizmos)
- DrawRenderGraphGizmos(renderGraph, frameData, commonResourceData.backBufferColor, commonResourceData.activeDepthTexture, GizmoSubset.PostImageEffects);
+ DrawRenderGraphGizmos(renderGraph, frameData, commonResourceData.activeColorTexture, commonResourceData.activeDepthTexture, GizmoSubset.PostImageEffects);
}
private void CleanupRenderGraphResources()
{
- m_RenderGraphCameraColorHandle?.Release();
+ m_RenderGraphCameraColorHandles[0]?.Release();
+ m_RenderGraphCameraColorHandles[1]?.Release();
m_RenderGraphCameraDepthHandle?.Release();
m_RenderGraphBackbufferColorHandle?.Release();
m_RenderGraphBackbufferDepthHandle?.Release();
m_CameraSortingLayerHandle?.Release();
- m_LightPass.Dispose();
+ Light2DLookupTexture.Release();
}
}
}
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs
index 3b1067a02fb..00174b5ad53 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs
@@ -250,6 +250,81 @@ public float albedoSaturationTolerance
///
public float metallicMaxValue { get; set; } = 0.9f;
+ ///
+ /// Current value for filtering layers based on the selected light's rendering layers.
+ ///
+ public bool renderingLayersSelectedLight { get; set; } = false;
+
+ ///
+ /// Current value for filtering layers based on the selected light's shadow layers.
+ ///
+ public bool selectedLightShadowLayerMask { get; set; } = false;
+
+ ///
+ /// Current value for filtering layers.
+ ///
+ public uint renderingLayerMask { get; set; } = 0;
+
+ /// Rendering Layers Debug Colors.
+ public Vector4[] debugRenderingLayersColors = new Vector4[]
+ {
+ new Vector4(230, 159, 0) / 255,
+ new Vector4(86, 180, 233) / 255,
+ new Vector4(255, 182, 291) / 255,
+ new Vector4(0, 158, 115) / 255,
+ new Vector4(240, 228, 66) / 255,
+ new Vector4(0, 114, 178) / 255,
+ new Vector4(213, 94, 0) / 255,
+ new Vector4(170, 68, 170) / 255,
+ new Vector4(1.0f, 0.5f, 0.5f),
+ new Vector4(0.5f, 1.0f, 0.5f),
+ new Vector4(0.5f, 0.5f, 1.0f),
+ new Vector4(0.5f, 1.0f, 1.0f),
+ new Vector4(0.75f, 0.25f, 1.0f),
+ new Vector4(0.25f, 1.0f, 0.75f),
+ new Vector4(0.25f, 0.25f, 0.75f),
+ new Vector4(0.75f, 0.25f, 0.25f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ new Vector4(0.0f, 0.0f, 0.0f),
+ };
+
+ ///
+ /// Get the RenderingLayerMask used by the selected light
+ ///
+ /// Bitmask representing the RenderingLayerMask for the selected light.
+ public uint GetDebugLightLayersMask()
+ {
+#if UNITY_EDITOR
+ if (renderingLayersSelectedLight)
+ {
+ if (UnityEditor.Selection.activeGameObject == null)
+ return 0;
+ var light = UnityEditor.Selection.activeGameObject.GetComponent();
+ if (light == null)
+ return 0;
+
+ if (selectedLightShadowLayerMask)
+ return light.shadowRenderingLayers;
+ return light.renderingLayers;
+ }
+#endif
+ return 0xFFFF;
+ }
+
///
/// Current material validation mode.
///
@@ -271,10 +346,15 @@ static class Strings
{
public const string AlbedoSettingsContainerName = "Albedo Settings";
public const string MetallicSettingsContainerName = "Metallic Settings";
+ public const string RenderingLayerMasksSettingsContainerName = "Rendering Layer Masks Settings";
public static readonly NameAndTooltip MaterialOverride = new() { name = "Material Override", tooltip = "Use the drop-down to select a Material property to visualize on every GameObject on screen." };
public static readonly NameAndTooltip VertexAttribute = new() { name = "Vertex Attribute", tooltip = "Use the drop-down to select a 3D GameObject attribute, like Texture Coordinates or Vertex Color, to visualize on screen." };
public static readonly NameAndTooltip MaterialValidationMode = new() { name = "Material Validation Mode", tooltip = "Debug and validate material properties." };
+ public static readonly NameAndTooltip RenderingLayersSelectedLight = new() { name = "Filter Rendering Layers by Light", tooltip = "Highlight Renderers affected by Selected Light" };
+ public static readonly NameAndTooltip SelectedLightShadowLayerMask = new() { name = "Use Light's Shadow Layer Mask", tooltip = "Highlight Renderers that cast shadows for the Selected Light" };
+ public static readonly NameAndTooltip RenderingLayerColors = new() { name = "Layers Color", tooltip = "Select the display color for each Rendering Layer" };
+ public static readonly NameAndTooltip FilterRenderingLayerMask = new() { name = "Filter Layers", tooltip = "Use the dropdown to filter Rendering Layers that you want to visualize" };
public static readonly NameAndTooltip ValidationPreset = new() { name = "Validation Preset", tooltip = "Validate using a list of preset surfaces and inputs based on real-world surfaces." };
public static readonly NameAndTooltip AlbedoCustomColor = new() { name = "Target Color", tooltip = "Custom target color for albedo validation." };
public static readonly NameAndTooltip AlbedoMinLuminance = new() { name = "Min Luminance", tooltip = "Any values set below this field are invalid and appear red on screen." };
@@ -318,6 +398,31 @@ internal static class WidgetFactory
onValueChanged = (_, _) => DebugManager.instance.ReDrawOnScreenDebug()
};
+ internal static DebugUI.Widget CreateRenderingLayersSelectedLight (SettingsPanel panel) => new DebugUI.BoolField
+ {
+ nameAndTooltip = Strings.RenderingLayersSelectedLight,
+ getter = () => (bool)panel.data.renderingLayersSelectedLight,
+ setter = (value) => panel.data.renderingLayersSelectedLight = value,
+ flags = DebugUI.Flags.EditorOnly,
+ };
+
+ internal static DebugUI.Widget CreateSelectedLightShadowLayerMask(SettingsPanel panel) => new DebugUI.BoolField
+ {
+ nameAndTooltip = Strings.SelectedLightShadowLayerMask,
+ getter = () => (bool)panel.data.selectedLightShadowLayerMask,
+ setter = value => panel.data.selectedLightShadowLayerMask = value,
+ flags = DebugUI.Flags.EditorOnly,
+ isHiddenCallback = () => !panel.data.renderingLayersSelectedLight
+ };
+
+ internal static DebugUI.Widget CreateFilterRenderingLayerMasks (SettingsPanel panel) => new DebugUI.MaskField
+ {
+ nameAndTooltip = Strings.FilterRenderingLayerMask,
+ getter = () => panel.data.renderingLayerMask,
+ setter = value => panel.data.renderingLayerMask = value,
+ isHiddenCallback = () => panel.data.renderingLayersSelectedLight
+ };
+
internal static DebugUI.Widget CreateAlbedoPreset(SettingsPanel panel) => new DebugUI.EnumField
{
nameAndTooltip = Strings.ValidationPreset,
@@ -396,6 +501,31 @@ public SettingsPanel(DebugDisplaySettingsMaterial data)
{
AddWidget(new DebugUI.RuntimeDebugShadersMessageBox());
+ DebugUI.MaskField filterRenderingLayerWidget = (DebugUI.MaskField)WidgetFactory.CreateFilterRenderingLayerMasks(this);
+ var renderingLayers = new List();
+ for (int i = 0; i < 32; i++)
+ renderingLayers.Add($"Unused Rendering Layer {i}");
+ var names = UnityEngine.RenderingLayerMask.GetDefinedRenderingLayerNames();
+ for (int i = 0; i < names.Length; i++)
+ {
+ var index = UnityEngine.RenderingLayerMask.NameToRenderingLayer(names[i]);
+ renderingLayers[index] = names[i];
+ }
+ filterRenderingLayerWidget.Fill(renderingLayers.ToArray());
+
+ var layersColor = new DebugUI.Foldout() { nameAndTooltip = Strings.RenderingLayerColors, flags = DebugUI.Flags.EditorOnly };
+ for (int i = 0; i < renderingLayers.Count; i++)
+ {
+ int index = i;
+ layersColor.children.Add(new DebugUI.ColorField
+ {
+ displayName = renderingLayers[i],
+ flags = DebugUI.Flags.EditorOnly,
+ getter = () => this.data.debugRenderingLayersColors[index],
+ setter = value => this.data.debugRenderingLayersColors[index] = value
+ });
+ }
+
AddWidget(new DebugUI.Foldout
{
displayName = "Material Filters",
@@ -405,6 +535,18 @@ public SettingsPanel(DebugDisplaySettingsMaterial data)
children =
{
WidgetFactory.CreateMaterialOverride(this),
+ new DebugUI.Container()
+ {
+ displayName = Strings.RenderingLayerMasksSettingsContainerName,
+ isHiddenCallback = () => data.materialDebugMode != DebugMaterialMode.RenderingLayerMasks,
+ children =
+ {
+ WidgetFactory.CreateRenderingLayersSelectedLight(this),
+ WidgetFactory.CreateSelectedLightShadowLayerMask(this),
+ filterRenderingLayerWidget,
+ layersColor,
+ }
+ },
WidgetFactory.CreateVertexAttribute(this)
}
});
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs
index fefcd4e40bf..8ac8e1c019f 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugHandler.cs
@@ -2,6 +2,7 @@
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
+using System.Runtime.InteropServices;
using UnityEditor;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
@@ -89,6 +90,8 @@ class DebugHandler : IDebugDisplaySettingsQuery
RTHandle m_DebugFontTexture;
+ private GraphicsBuffer m_debugDisplayConstant;
+
readonly UniversalRenderPipelineDebugDisplaySettings m_DebugDisplaySettings;
DebugDisplaySettingsLighting LightingSettings => m_DebugDisplaySettings.lightingSettings;
@@ -178,6 +181,8 @@ internal DebugHandler()
{
m_DebugFontTexture = RTHandles.Alloc(m_RuntimeTextures.debugFontTexture);
}
+
+ m_debugDisplayConstant = new GraphicsBuffer(GraphicsBuffer.Target.Constant, 32, Marshal.SizeOf(typeof(Vector4)));
}
public void Dispose()
@@ -186,6 +191,7 @@ public void Dispose()
m_DebugScreenColorHandle?.Release();
m_DebugScreenDepthHandle?.Release();
m_DebugFontTexture?.Release();
+ m_debugDisplayConstant.Dispose();
CoreUtils.Destroy(m_HDRDebugViewMaterial);
CoreUtils.Destroy(m_ReplacementMaterial);
}
@@ -240,6 +246,15 @@ internal void SetupShaderProperties(RasterCommandBuffer cmd, int passIndex = 0)
cmd.DisableShaderKeyword("_DEBUG_ENVIRONMENTREFLECTIONS_OFF");
}
+ m_debugDisplayConstant.SetData(MaterialSettings.debugRenderingLayersColors, 0, 0, 32);
+
+ cmd.SetGlobalConstantBuffer(m_debugDisplayConstant, "_DebugDisplayConstant", 0, m_debugDisplayConstant.count * m_debugDisplayConstant.stride);
+
+ if (MaterialSettings.renderingLayersSelectedLight)
+ cmd.SetGlobalInt("_DebugRenderingLayerMask", (int)MaterialSettings.GetDebugLightLayersMask());
+ else
+ cmd.SetGlobalInt("_DebugRenderingLayerMask", (int)MaterialSettings.renderingLayerMask);
+
switch (RenderingSettings.sceneOverrideMode)
{
case DebugSceneOverrideMode.Overdraw:
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferDepthCopyPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferDepthCopyPass.cs
index f7b051746e4..0fe7c49fd11 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferDepthCopyPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferDepthCopyPass.cs
@@ -19,31 +19,27 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer
{
UniversalResourceData resourceData = frameData.Get();
UniversalCameraData cameraData = frameData.Get();
+ var universalRenderer = cameraData.renderer as UniversalRenderer;
- UniversalRenderer renderer = (UniversalRenderer)cameraData.renderer;
+ bool isDeferred = universalRenderer.renderingModeActual == RenderingMode.Deferred;
+ bool useDepthPriming = universalRenderer.useDepthPriming;
+ bool isMsaa = cameraData.cameraTargetDescriptor.msaaSamples > 1;
- TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture;
-
- TextureHandle src, dest;
- if (renderer.renderingModeActual == RenderingMode.Deferred)
- {
- src = resourceData.activeDepthTexture;
- dest = cameraDepthTexture;
- }
- else
+ // We must create a temporary depth buffer for dbuffer rendering if the existing one isn't compatible.
+ // The deferred path always has compatible depth
+ // The forward path only has compatible depth when depth priming is enabled without MSAA
+ bool hasCompatibleDepth = isDeferred || (useDepthPriming && !isMsaa);
+ if (!hasCompatibleDepth)
{
var depthDesc = cameraData.cameraTargetDescriptor;
depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering
depthDesc.depthStencilFormat = cameraData.cameraTargetDescriptor.depthStencilFormat;
depthDesc.msaaSamples = 1;
- var depthTarget = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, DBufferRenderPass.s_DBufferDepthName, true);
- resourceData.dBufferDepth = depthTarget;
+ resourceData.dBufferDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, DBufferRenderPass.s_DBufferDepthName, true);
- src = cameraDepthTexture;
- dest = cameraData.cameraTargetDescriptor.msaaSamples > 1 ? depthTarget : resourceData.activeDepthTexture;
+ // Copy the current depth data into the new attachment
+ Render(renderGraph, resourceData.dBufferDepth, resourceData.cameraDepthTexture, resourceData, cameraData, false, "Copy DBuffer Depth");
}
-
- Render(renderGraph, dest, src, resourceData, cameraData, false);
}
}
}
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferRenderPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferRenderPass.cs
index 07ad6a4f11d..50b4faf397d 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferRenderPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DBufferRenderPass.cs
@@ -230,13 +230,10 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer
UniversalCameraData cameraData = frameData.Get();
UniversalLightData lightData = frameData.Get();
- UniversalRenderer renderer = (UniversalRenderer)cameraData.renderer;
-
TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture;
TextureHandle cameraNormalsTexture = resourceData.cameraNormalsTexture;
- TextureHandle depthTarget = renderer.renderingModeActual == RenderingMode.Deferred ? resourceData.activeDepthTexture :
- (cameraData.cameraTargetDescriptor.msaaSamples > 1 ? resourceData.dBufferDepth : resourceData.activeDepthTexture);
+ TextureHandle depthTarget = resourceData.dBufferDepth.IsValid() ? resourceData.dBufferDepth : resourceData.activeDepthTexture;
using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler))
{
@@ -275,14 +272,14 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer
builder.SetRenderAttachment(dbufferHandles[2], 2, AccessFlags.Write);
}
- builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write);
- if (cameraData.cameraTargetDescriptor.msaaSamples > 1)
- builder.SetGlobalTextureAfterPass(depthTarget, Shader.PropertyToID("_CameraDepthTexture"));
+ builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Read);
if (cameraDepthTexture.IsValid())
builder.UseTexture(cameraDepthTexture, AccessFlags.Read);
if (cameraNormalsTexture.IsValid())
builder.UseTexture(cameraNormalsTexture, AccessFlags.Read);
+ if (passData.decalLayers)
+ builder.UseTexture(resourceData.renderingLayersTexture, AccessFlags.Read);
if (resourceData.ssaoTexture.IsValid())
builder.UseGlobalTexture(s_SSAOTextureID);
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/History/RawDepthHistory.cs b/Packages/com.unity.render-pipelines.universal/Runtime/History/RawDepthHistory.cs
index 15f660014ec..968351b7fb2 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/History/RawDepthHistory.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/History/RawDepthHistory.cs
@@ -102,7 +102,7 @@ internal RenderTextureDescriptor GetHistoryDescriptor(ref RenderTextureDescripto
// Return true if the RTHandles were reallocated.
internal bool Update(ref RenderTextureDescriptor cameraDesc, bool xrMultipassEnabled)
{
- if (cameraDesc.width > 0 && cameraDesc.height > 0 && cameraDesc.graphicsFormat != GraphicsFormat.None)
+ if (cameraDesc.width > 0 && cameraDesc.height > 0 && (cameraDesc.depthStencilFormat != GraphicsFormat.None || cameraDesc.graphicsFormat != GraphicsFormat.None) )
{
var historyDesc = GetHistoryDescriptor(ref cameraDesc);
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs
index 37b9d0ef90f..410bed22609 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs
@@ -57,6 +57,7 @@ private static class AdditionalShadowsConstantBuffer
int renderTargetWidth;
int renderTargetHeight;
+ private RenderTextureDescriptor m_AdditionalLightShadowDescriptor;
ProfilingSampler m_ProfilingSetupSampler = new ProfilingSampler("Setup Additional Shadows");
private PassData m_PassData;
@@ -583,7 +584,7 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came
m_AdditionalLightShadowSliceIndexTo_WorldShadowMatrix[globalShadowSliceIndex] = sliceTransform * m_AdditionalLightShadowSliceIndexTo_WorldShadowMatrix[globalShadowSliceIndex];
}
- ShadowUtils.ShadowRTReAllocateIfNeeded(ref m_AdditionalLightsShadowmapHandle, renderTargetWidth, renderTargetHeight, k_ShadowmapBufferBits, name: k_AdditionalLightShadowMapTextureName);
+ UpdateTextureDescriptorIfNeeded();
m_MaxShadowDistanceSq = cameraData.maxShadowDistance * cameraData.maxShadowDistance;
m_CascadeBorder = shadowData.mainLightShadowCascadeBorder;
@@ -593,6 +594,17 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came
return true;
}
+ private void UpdateTextureDescriptorIfNeeded()
+ {
+ if ( m_AdditionalLightShadowDescriptor.width != renderTargetWidth
+ || m_AdditionalLightShadowDescriptor.height != renderTargetHeight
+ || m_AdditionalLightShadowDescriptor.depthBufferBits != k_ShadowmapBufferBits
+ || m_AdditionalLightShadowDescriptor.colorFormat != RenderTextureFormat.Shadowmap)
+ {
+ m_AdditionalLightShadowDescriptor = new RenderTextureDescriptor(renderTargetWidth, renderTargetHeight, RenderTextureFormat.Shadowmap, k_ShadowmapBufferBits);
+ }
+ }
+
bool SetupForEmptyRendering(bool stripShadowsOffVariants, UniversalShadowData shadowData)
{
if (!stripShadowsOffVariants)
@@ -602,10 +614,6 @@ bool SetupForEmptyRendering(bool stripShadowsOffVariants, UniversalShadowData sh
m_CreateEmptyShadowmap = true;
useNativeRenderPass = false;
- // Required for scene view camera(URP renderer not initialized)
- if (ShadowUtils.ShadowRTReAllocateIfNeeded(ref m_EmptyAdditionalLightShadowmapTexture, k_EmptyShadowMapDimensions, k_EmptyShadowMapDimensions, k_ShadowmapBufferBits, name: k_EmptyAdditionalLightShadowMapTextureName))
- m_EmptyShadowmapNeedsClear = true;
-
// initialize _AdditionalShadowParams
for (int i = 0; i < m_AdditionalLightIndexToShadowParams.Length; ++i)
m_AdditionalLightIndexToShadowParams[i] = c_DefaultShadowParams;
@@ -617,29 +625,37 @@ bool SetupForEmptyRendering(bool stripShadowsOffVariants, UniversalShadowData sh
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
-
- if (m_CreateEmptyShadowmap && !m_EmptyShadowmapNeedsClear)
- {
- // UUM-63146 - glClientWaitSync: Expected application to have kicked everything until job: 96089 (possibly by calling glFlush)" are thrown in the Android Player on some devices with PowerVR Rogue GE8320
- // Resetting of target would clean up the color attachment buffers and depth attachment buffers, which inturn is preventing the leak in the said platform. This is likely a symptomatic fix, but is solving the problem for now.
-
- if (Application.platform == RuntimePlatform.Android && PlatformAutoDetect.isRunningOnPowerVRGPU)
- ResetTarget();
-
- return;
- }
-
// Disable obsolete warning for internal usage
#pragma warning disable CS0618
+
if (m_CreateEmptyShadowmap)
{
+ // Required for scene view camera(URP renderer not initialized)
+ if (ShadowUtils.ShadowRTReAllocateIfNeeded(ref m_EmptyAdditionalLightShadowmapTexture, k_EmptyShadowMapDimensions, k_EmptyShadowMapDimensions, k_ShadowmapBufferBits, name: k_EmptyAdditionalLightShadowMapTextureName))
+ m_EmptyShadowmapNeedsClear = true;
+
+ if (!m_EmptyShadowmapNeedsClear)
+ {
+ // UUM-63146 - glClientWaitSync: Expected application to have kicked everything until job: 96089 (possibly by calling glFlush)" are thrown in the Android Player on some devices with PowerVR Rogue GE8320
+ // Resetting of target would clean up the color attachment buffers and depth attachment buffers, which inturn is preventing the leak in the said platform. This is likely a symptomatic fix, but is solving the problem for now.
+
+ if (Application.platform == RuntimePlatform.Android && PlatformAutoDetect.isRunningOnPowerVRGPU)
+ ResetTarget();
+
+ return;
+ }
+
ConfigureTarget(m_EmptyAdditionalLightShadowmapTexture);
m_EmptyShadowmapNeedsClear = false;
}
else
+ {
+ ShadowUtils.ShadowRTReAllocateIfNeeded(ref m_AdditionalLightsShadowmapHandle, renderTargetWidth, renderTargetHeight, k_ShadowmapBufferBits, name: k_AdditionalLightShadowMapTextureName);
ConfigureTarget(m_AdditionalLightsShadowmapHandle);
+ }
ConfigureClear(ClearFlag.All, Color.black);
+
#pragma warning restore CS0618
}
@@ -663,6 +679,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData
UniversalCameraData cameraData = frameData.Get();
UniversalLightData lightData = frameData.Get();
InitPassData(ref m_PassData, cameraData, lightData, shadowData);
+ m_PassData.allocatedShadowAtlasSize = m_AdditionalLightsShadowmapHandle.referenceSize;
InitRendererLists(ref universalRenderingData.cullResults, ref m_PassData, context, default(RenderGraph), false);
RenderAdditionalShadowmapAtlas(CommandBufferHelpers.GetRasterCommandBuffer(universalRenderingData.commandBuffer), ref m_PassData, false);
universalRenderingData.commandBuffer.SetGlobalTexture(m_AdditionalLightsShadowmapID, m_AdditionalLightsShadowmapHandle.nameID);
@@ -725,8 +742,7 @@ void RenderAdditionalShadowmapAtlas(RasterCommandBuffer cmd, ref PassData data,
if (shadowSlicesCount > 0)
cmd.SetKeyword(ShaderGlobalKeywords.CastingPunctualLightShadow, true);
- float lastDepthBias = -10f;
- float lastNormalBias = -10f;
+ Vector4 lastShadowBias = new Vector4(-10f, -10f, -10f, -10f);
for (int globalShadowSliceIndex = 0; globalShadowSliceIndex < shadowSlicesCount; ++globalShadowSliceIndex)
{
int additionalLightIndex = m_ShadowSliceToAdditionalLightIndex[globalShadowSliceIndex];
@@ -743,13 +759,10 @@ void RenderAdditionalShadowmapAtlas(RasterCommandBuffer cmd, ref PassData data,
Vector4 shadowBias = ShadowUtils.GetShadowBias(ref shadowLight, visibleLightIndex, data.shadowData, shadowSliceData.projectionMatrix, shadowSliceData.resolution);
// Update the bias when rendering the first slice or when the bias has changed
- if ( globalShadowSliceIndex == 0
- || !ShadowUtils.FastApproximately(shadowBias.x, lastDepthBias)
- || !ShadowUtils.FastApproximately(shadowBias.y, lastNormalBias))
+ if (globalShadowSliceIndex == 0 || !ShadowUtils.FastApproximately(shadowBias, lastShadowBias))
{
ShadowUtils.SetShadowBias(cmd, shadowBias);
- lastDepthBias = shadowBias.x;
- lastNormalBias = shadowBias.y;
+ lastShadowBias = shadowBias;
}
// Update light position
@@ -784,12 +797,12 @@ void RenderAdditionalShadowmapAtlas(RasterCommandBuffer cmd, ref PassData data,
ShadowUtils.SetSoftShadowQualityShaderKeywords(cmd, data.shadowData);
if (anyShadowSliceRenderer)
- SetupAdditionalLightsShadowReceiverConstants(cmd, data.useStructuredBuffer, softShadows);
+ SetupAdditionalLightsShadowReceiverConstants(cmd, data.allocatedShadowAtlasSize, data.useStructuredBuffer, softShadows);
}
}
// Set constant buffer data that will be used during the lighting/shadowing pass
- void SetupAdditionalLightsShadowReceiverConstants(RasterCommandBuffer cmd, bool useStructuredBuffer, bool softShadows)
+ void SetupAdditionalLightsShadowReceiverConstants(RasterCommandBuffer cmd, Vector2Int allocatedShadowAtlasSize, bool useStructuredBuffer, bool softShadows)
{
if (useStructuredBuffer)
{
@@ -814,7 +827,6 @@ void SetupAdditionalLightsShadowReceiverConstants(RasterCommandBuffer cmd, bool
if (softShadows)
{
- Vector2Int allocatedShadowAtlasSize = m_AdditionalLightsShadowmapHandle.referenceSize;
Vector2 invShadowAtlasSize = Vector2.one / allocatedShadowAtlasSize;
Vector2 invHalfShadowAtlasSize = invShadowAtlasSize * 0.5f;
@@ -842,6 +854,7 @@ private class PassData
internal TextureHandle shadowmapTexture;
internal int shadowmapID;
internal bool useStructuredBuffer;
+ internal Vector2Int allocatedShadowAtlasSize;
internal bool emptyShadowmap;
@@ -916,7 +929,7 @@ internal TextureHandle Render(RenderGraph graph, ContextContainer frameData)
builder.UseRendererList(passData.shadowRendererListsHdl[globalShadowSliceIndex]);
}
- shadowTexture = UniversalRenderer.CreateRenderGraphTexture(graph, m_AdditionalLightsShadowmapHandle.rt.descriptor, "_AdditionalLightsShadowmapTexture", true, ShadowUtils.m_ForceShadowPointSampling ? FilterMode.Point : FilterMode.Bilinear);
+ shadowTexture = UniversalRenderer.CreateRenderGraphTexture(graph, m_AdditionalLightShadowDescriptor, k_AdditionalLightShadowMapTextureName, true, ShadowUtils.m_ForceShadowPointSampling ? FilterMode.Point : FilterMode.Bilinear);
builder.SetRenderAttachmentDepth(shadowTexture, AccessFlags.Write);
}
else
@@ -924,6 +937,9 @@ internal TextureHandle Render(RenderGraph graph, ContextContainer frameData)
shadowTexture = graph.defaultResources.defaultShadowTexture;
}
+ TextureDesc descriptor = shadowTexture.GetDescriptor(graph);
+ passData.allocatedShadowAtlasSize = new Vector2Int(descriptor.width, descriptor.height);
+
// RENDERGRAPH TODO: Need this as shadowmap is only used as Global Texture and not a buffer, so would get culled by RG
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyColorPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyColorPass.cs
index e48f02221b2..5927b0948a2 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyColorPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyColorPass.cs
@@ -62,13 +62,13 @@ public static void ConfigureDescriptor(Downsampling downsamplingMethod, ref Rend
descriptor.depthBufferBits = 0;
if (downsamplingMethod == Downsampling._2xBilinear)
{
- descriptor.width /= 2;
- descriptor.height /= 2;
+ descriptor.width = Mathf.Max(1, descriptor.width / 2);
+ descriptor.height = Mathf.Max(1, descriptor.height / 2);
}
else if (downsamplingMethod == Downsampling._4xBox || downsamplingMethod == Downsampling._4xBilinear)
{
- descriptor.width /= 4;
- descriptor.height /= 4;
+ descriptor.width = Mathf.Max(1, descriptor.width / 4);
+ descriptor.height = Mathf.Max(1, descriptor.height / 4);
}
filterMode = downsamplingMethod == Downsampling.None ? FilterMode.Point : FilterMode.Bilinear;
@@ -216,7 +216,7 @@ private void RenderInternal(RenderGraph renderGraph, in TextureHandle destinatio
using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler))
{
passData.destination = destination;
- builder.SetRenderAttachment(destination, 0, AccessFlags.Write);
+ builder.SetRenderAttachment(destination, 0, AccessFlags.WriteAll);
passData.source = source;
builder.UseTexture(source, AccessFlags.Read);
passData.useProceduralBlit = useProceduralBlit;
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs
index f01112f490e..80bc10ea532 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs
@@ -23,6 +23,8 @@ public class CopyDepthPass : ScriptableRenderPass
internal bool CopyToDepth { get; set; }
// In XR CopyDepth, we need a special workaround to handle dummy color issue in RenderGraph.
internal bool CopyToDepthXR { get; set; }
+ // We need to know if we're copying to the backbuffer in order to handle y-flip correctly
+ internal bool CopyToBackbuffer { get; set; }
Material m_CopyDepthMaterial;
internal bool m_CopyResolvedDepth;
@@ -59,6 +61,7 @@ public CopyDepthPass(RenderPassEvent evt, Shader copyDepthShader, bool shouldCle
m_CopyResolvedDepth = copyResolvedDepth;
m_ShouldClear = shouldClear;
CopyToDepthXR = false;
+ CopyToBackbuffer = false;
}
///
@@ -105,12 +108,12 @@ public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderin
private class PassData
{
internal TextureHandle source;
- internal TextureHandle destination;
internal UniversalCameraData cameraData;
internal Material copyDepthMaterial;
internal int msaaSamples;
internal bool copyResolvedDepth;
internal bool copyToDepth;
+ internal bool isDstBackbuffer;
}
///
@@ -122,10 +125,12 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData
m_PassData.copyDepthMaterial = m_CopyDepthMaterial;
m_PassData.msaaSamples = MssaSamples;
m_PassData.copyResolvedDepth = m_CopyResolvedDepth;
- m_PassData.copyToDepth = CopyToDepth;
+ m_PassData.copyToDepth = CopyToDepth || CopyToDepthXR;
+ m_PassData.isDstBackbuffer = CopyToBackbuffer || CopyToDepthXR;
m_PassData.cameraData = cameraData;
var cmd = renderingData.commandBuffer;
cmd.SetGlobalTexture(ShaderConstants._CameraDepthAttachment, source.nameID);
+
#if ENABLE_VR && ENABLE_XR_MODULE
if (m_PassData.cameraData.xr.enabled)
{
@@ -133,10 +138,10 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
}
#endif
- ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), m_PassData, this.source, this.destination);
+ ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), m_PassData, this.source);
}
- private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RTHandle source, RTHandle destination)
+ private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RTHandle source)
{
var copyDepthMaterial = passData.copyDepthMaterial;
var msaaSamples = passData.msaaSamples;
@@ -191,27 +196,20 @@ private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RTHa
break;
}
- bool outputDepth = copyToDepth || destination.rt.graphicsFormat == GraphicsFormat.None;
- cmd.SetKeyword(ShaderGlobalKeywords._OUTPUT_DEPTH, outputDepth);
+ cmd.SetKeyword(ShaderGlobalKeywords._OUTPUT_DEPTH, copyToDepth);
+
+ // We must perform a yflip if we're rendering into the backbuffer and we have a flipped source texture.
+ bool yflip = passData.cameraData.IsHandleYFlipped(source) && passData.isDstBackbuffer;
Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one;
- // We y-flip if
- // 1) we are blitting from render texture to back buffer(UV starts at bottom) and
- // 2) renderTexture starts UV at top
- bool isGameViewFinalTarget = passData.cameraData.cameraType == CameraType.Game && destination.nameID == BuiltinRenderTextureType.CameraTarget;
-#if ENABLE_VR && ENABLE_XR_MODULE
- if (passData.cameraData.xr.enabled)
- {
- isGameViewFinalTarget |= new RenderTargetIdentifier(destination.nameID, 0, CubemapFace.Unknown, 0) == new RenderTargetIdentifier(passData.cameraData.xr.renderTarget, 0, CubemapFace.Unknown, 0);
- }
-#endif
- bool yflip = passData.cameraData.IsHandleYFlipped(source) != passData.cameraData.IsHandleYFlipped(destination);
Vector4 scaleBias = yflip ? new Vector4(viewportScale.x, -viewportScale.y, 0, viewportScale.y) : new Vector4(viewportScale.x, viewportScale.y, 0, 0);
- if (isGameViewFinalTarget)
+
+ // When we render to the backbuffer, we update the viewport to cover the entire screen just in case it hasn't been updated already.
+ if (passData.isDstBackbuffer)
cmd.SetViewport(passData.cameraData.pixelRect);
copyDepthMaterial.SetTexture(ShaderConstants._CameraDepthAttachment, source);
- copyDepthMaterial.SetFloat(ShaderConstants._ZWriteShaderHandle, outputDepth ? 1.0f : 0.0f);
+ copyDepthMaterial.SetFloat(ShaderConstants._ZWriteShaderHandle, copyToDepth ? 1.0f : 0.0f);
Blitter.BlitTexture(cmd, source, scaleBias, copyDepthMaterial, 0);
}
}
@@ -267,12 +265,12 @@ public void Render(RenderGraph renderGraph, TextureHandle destination, TextureHa
passData.cameraData = cameraData;
passData.copyResolvedDepth = m_CopyResolvedDepth;
passData.copyToDepth = CopyToDepth || CopyToDepthXR;
+ passData.isDstBackbuffer = CopyToBackbuffer || CopyToDepthXR;
if (CopyToDepth)
{
// Writes depth using custom depth output
- passData.destination = destination;
- builder.SetRenderAttachmentDepth(destination, AccessFlags.Write);
+ builder.SetRenderAttachmentDepth(destination, AccessFlags.WriteAll);
#if UNITY_EDITOR
// binding a dummy color target as a workaround to an OSX issue in Editor scene view (UUM-47698).
// Also required for preview camera rendering for grid drawn with builtin RP (UUM-55171).
@@ -283,8 +281,7 @@ public void Render(RenderGraph renderGraph, TextureHandle destination, TextureHa
else if (CopyToDepthXR)
{
// Writes depth using custom depth output
- passData.destination = destination;
- builder.SetRenderAttachmentDepth(destination, AccessFlags.Write);
+ builder.SetRenderAttachmentDepth(destination, AccessFlags.WriteAll);
#if ENABLE_VR && ENABLE_XR_MODULE
// binding a dummy color target as a workaround to NRP depth only rendering limitation:
@@ -296,8 +293,7 @@ public void Render(RenderGraph renderGraph, TextureHandle destination, TextureHa
else
{
// Writes depth as "grayscale color" output
- passData.destination = destination;
- builder.SetRenderAttachment(destination, 0, AccessFlags.Write);
+ builder.SetRenderAttachment(destination, 0, AccessFlags.WriteAll);
}
passData.source = source;
@@ -312,7 +308,7 @@ public void Render(RenderGraph renderGraph, TextureHandle destination, TextureHa
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
- ExecutePass(context.cmd, data, data.source, data.destination);
+ ExecutePass(context.cmd, data, data.source);
});
}
}
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthNormalOnlyPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthNormalOnlyPass.cs
index 180b93aa115..0ac86cb9e1b 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthNormalOnlyPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthNormalOnlyPass.cs
@@ -19,10 +19,14 @@ public class DepthNormalOnlyPass : ScriptableRenderPass
internal RenderingLayerUtils.MaskSize renderingLayersMaskSize { get; set; }
private FilteringSettings m_FilteringSettings;
private PassData m_PassData;
- // Constants
+
+ // Statics
private static readonly List k_DepthNormals = new List { new ShaderTagId("DepthNormals"), new ShaderTagId("DepthNormalsOnly") };
private static readonly RTHandle[] k_ColorAttachment1 = new RTHandle[1];
private static readonly RTHandle[] k_ColorAttachment2 = new RTHandle[2];
+ private static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture");
+ private static readonly int s_CameraNormalsTextureID = Shader.PropertyToID("_CameraNormalsTexture");
+ private static readonly int s_CameraRenderingLayersTextureID = Shader.PropertyToID("_CameraRenderingLayersTexture");
///
/// Creates a new DepthNormalOnlyPass instance.
@@ -182,7 +186,7 @@ private RendererListParams InitRendererListParams(UniversalRenderingData renderi
return new RendererListParams(renderingData.cullResults, drawSettings, m_FilteringSettings);
}
- internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle cameraNormalsTexture, TextureHandle cameraDepthTexture, TextureHandle renderingLayersTexture, uint batchLayerMask = uint.MaxValue, bool postSetGlobalTextures = true)
+ internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle cameraNormalsTexture, TextureHandle cameraDepthTexture, TextureHandle renderingLayersTexture, uint batchLayerMask, bool setGlobalDepth, bool setGlobalTextures)
{
UniversalRenderingData renderingData = frameData.Get();
UniversalCameraData cameraData = frameData.Get();
@@ -210,16 +214,17 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Textur
if (cameraData.xr.enabled)
builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && cameraData.xrUniversal.canFoveateIntermediatePasses);
- UniversalRenderer universalRenderer = cameraData.renderer as UniversalRenderer;
- if (postSetGlobalTextures && universalRenderer != null)
+ if (setGlobalTextures)
{
- var renderingMode = universalRenderer.renderingModeActual;
- if (cameraNormalsTexture.IsValid() && renderingMode != RenderingMode.Deferred)
- builder.SetGlobalTextureAfterPass(cameraNormalsTexture, Shader.PropertyToID("_CameraNormalsTexture"));
- if (cameraDepthTexture.IsValid() && renderingMode != RenderingMode.Deferred)
- builder.SetGlobalTextureAfterPass(cameraDepthTexture, Shader.PropertyToID("_CameraDepthTexture"));
+ builder.SetGlobalTextureAfterPass(cameraNormalsTexture, s_CameraNormalsTextureID);
+
+ if (passData.enableRenderingLayers)
+ builder.SetGlobalTextureAfterPass(renderingLayersTexture, s_CameraRenderingLayersTextureID);
}
+ if (setGlobalDepth)
+ builder.SetGlobalTextureAfterPass(cameraDepthTexture, s_CameraDepthTextureID);
+
// TODO RENDERGRAPH: culling? force culling off for testing
builder.AllowPassCulling(false);
// Required here because of RenderingLayerUtils.SetupProperties
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthOnlyPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthOnlyPass.cs
index 7888b58795c..6e48fba5877 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthOnlyPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DepthOnlyPass.cs
@@ -12,8 +12,6 @@ namespace UnityEngine.Rendering.Universal.Internal
///
public class DepthOnlyPass : ScriptableRenderPass
{
- private static readonly ShaderTagId k_ShaderTagId = new ShaderTagId("DepthOnly");
-
private RTHandle destination { get; set; }
private GraphicsFormat depthStencilFormat;
internal ShaderTagId shaderTagId { get; set; } = k_ShaderTagId;
@@ -21,6 +19,10 @@ public class DepthOnlyPass : ScriptableRenderPass
private PassData m_PassData;
FilteringSettings m_FilteringSettings;
+ // Statics
+ private static readonly ShaderTagId k_ShaderTagId = new ShaderTagId("DepthOnly");
+ private static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture");
+
///
/// Creates a new DepthOnlyPass instance.
///
@@ -119,7 +121,7 @@ private RendererListParams InitRendererListParams(UniversalRenderingData renderi
return new RendererListParams(renderingData.cullResults, drawSettings, m_FilteringSettings);
}
- internal void Render(RenderGraph renderGraph, ContextContainer frameData, ref TextureHandle cameraDepthTexture, uint batchLayerMask = uint.MaxValue)
+ internal void Render(RenderGraph renderGraph, ContextContainer frameData, ref TextureHandle cameraDepthTexture, uint batchLayerMask, bool setGlobalDepth)
{
UniversalRenderingData renderingData = frameData.Get();
UniversalCameraData cameraData = frameData.Get();
@@ -134,6 +136,9 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, ref Te
builder.SetRenderAttachmentDepth(cameraDepthTexture, AccessFlags.Write);
+ if (setGlobalDepth)
+ builder.SetGlobalTextureAfterPass(cameraDepthTexture, s_CameraDepthTextureID);
+
// TODO RENDERGRAPH: culling? force culling off for testing
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs
index 8b19673bdb1..ffd5571530e 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawSkyboxPass.cs
@@ -12,8 +12,6 @@ namespace UnityEngine.Rendering.Universal
///
public class DrawSkyboxPass : ScriptableRenderPass
{
- static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture");
-
///
/// Creates a new DrawSkyboxPass instance.
///
@@ -131,7 +129,7 @@ private void InitPassData(ref PassData passData, in XRPass xr, in RendererListHa
passData.skyRendererListHandle = handle;
}
- internal void Render(RenderGraph renderGraph, ContextContainer frameData, ScriptableRenderContext context, TextureHandle colorTarget, TextureHandle depthTarget, Material skyboxMaterial, bool hasDepthCopy = false)
+ internal void Render(RenderGraph renderGraph, ContextContainer frameData, ScriptableRenderContext context, TextureHandle colorTarget, TextureHandle depthTarget, Material skyboxMaterial)
{
UniversalCameraData cameraData = frameData.Get();
UniversalResourceData resourceData = frameData.Get();
@@ -156,9 +154,6 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Script
builder.SetRenderAttachment(colorTarget, 0, AccessFlags.Write);
builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Write);
- if (hasDepthCopy)
- builder.UseGlobalTexture(s_CameraDepthTextureID);
-
builder.AllowPassCulling(false);
if (cameraData.xr.enabled)
{
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs
index 74cde264182..1804d2443b7 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/GBufferPass.cs
@@ -10,13 +10,15 @@ namespace UnityEngine.Rendering.Universal.Internal
// Render all tiled-based deferred lights.
internal class GBufferPass : ScriptableRenderPass
{
- internal static readonly int s_CameraNormalsTextureID = Shader.PropertyToID("_CameraNormalsTexture");
- static ShaderTagId s_ShaderTagLit = new ShaderTagId("Lit");
- static ShaderTagId s_ShaderTagSimpleLit = new ShaderTagId("SimpleLit");
- static ShaderTagId s_ShaderTagUnlit = new ShaderTagId("Unlit");
- static ShaderTagId s_ShaderTagComplexLit = new ShaderTagId("ComplexLit");
- static ShaderTagId s_ShaderTagUniversalGBuffer = new ShaderTagId("UniversalGBuffer");
- static ShaderTagId s_ShaderTagUniversalMaterialType = new ShaderTagId("UniversalMaterialType");
+ // Statics
+ private static readonly int s_CameraNormalsTextureID = Shader.PropertyToID("_CameraNormalsTexture");
+ private static readonly int s_CameraRenderingLayersTextureID = Shader.PropertyToID("_CameraRenderingLayersTexture");
+ private static readonly ShaderTagId s_ShaderTagLit = new ShaderTagId("Lit");
+ private static readonly ShaderTagId s_ShaderTagSimpleLit = new ShaderTagId("SimpleLit");
+ private static readonly ShaderTagId s_ShaderTagUnlit = new ShaderTagId("Unlit");
+ private static readonly ShaderTagId s_ShaderTagComplexLit = new ShaderTagId("ComplexLit");
+ private static readonly ShaderTagId s_ShaderTagUniversalGBuffer = new ShaderTagId("UniversalGBuffer");
+ private static readonly ShaderTagId s_ShaderTagUniversalMaterialType = new ShaderTagId("UniversalMaterialType");
DeferredLights m_DeferredLights;
@@ -148,6 +150,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData
}
static void ExecutePass(RasterCommandBuffer cmd, PassData data, RendererList rendererList, RendererList errorRendererList)
+
{
bool usesRenderingLayers = data.deferredLights.UseRenderingLayers && !data.deferredLights.HasRenderingLayerPrepass;
if (usesRenderingLayers)
@@ -223,7 +226,7 @@ private void InitRendererLists( ref PassData passData, ScriptableRenderContext c
}
}
- internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle cameraColor, TextureHandle cameraDepth)
+ internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle cameraColor, TextureHandle cameraDepth, bool setGlobalTextures)
{
UniversalResourceData resourceData = frameData.Get();
UniversalRenderingData renderingData = frameData.Get();
@@ -232,6 +235,8 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Textur
TextureHandle[] gbuffer;
+ bool useCameraRenderingLayersTexture = m_DeferredLights.UseRenderingLayers && !m_DeferredLights.UseLightLayers;
+
using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler))
{
// Note: This code is pretty confusing as passData.gbuffer[i] and gbuffer[i] actually point to the same array but seem to be mixed in this code.
@@ -244,7 +249,7 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Textur
if (i == m_DeferredLights.GBufferNormalSmoothnessIndex && m_DeferredLights.HasNormalPrepass)
gbuffer[i] = resourceData.cameraNormalsTexture;
- else if (m_DeferredLights.UseRenderingLayers && i == m_DeferredLights.GBufferRenderingLayers && !m_DeferredLights.UseLightLayers)
+ else if (i == m_DeferredLights.GBufferRenderingLayers && useCameraRenderingLayersTexture)
gbuffer[i] = resourceData.renderingLayersTexture;
else if (i != m_DeferredLights.GBufferLightingIndex)
{
@@ -271,6 +276,14 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Textur
builder.UseRendererList(passData.rendererListHdl);
builder.UseRendererList(passData.objectsWithErrorRendererListHdl);
+ if (setGlobalTextures)
+ {
+ builder.SetGlobalTextureAfterPass(resourceData.cameraNormalsTexture, s_CameraNormalsTextureID);
+
+ if (useCameraRenderingLayersTexture)
+ builder.SetGlobalTextureAfterPass(resourceData.renderingLayersTexture, s_CameraRenderingLayersTextureID);
+ }
+
builder.AllowPassCulling(false);
builder.AllowGlobalStateModification(true);
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/MainLightShadowCasterPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/MainLightShadowCasterPass.cs
index 492219dd06f..ab3d091d064 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/MainLightShadowCasterPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/MainLightShadowCasterPass.cs
@@ -43,6 +43,8 @@ private static class MainLightShadowConstantBuffer
ShadowSliceData[] m_CascadeSlices;
Vector4[] m_CascadeSplitDistances;
+ private RenderTextureDescriptor m_MainLightShadowDescriptor;
+
bool m_CreateEmptyShadowmap;
bool m_EmptyShadowmapNeedsClear = false;
@@ -164,7 +166,7 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came
return SetupForEmptyRendering(cameraData.renderer.stripShadowsOffVariants);
}
- ShadowUtils.ShadowRTReAllocateIfNeeded(ref m_MainLightShadowmapTexture, renderTargetWidth, renderTargetHeight, k_ShadowmapBufferBits, name: k_MainLightShadowMapTextureName);
+ UpdateTextureDescriptorIfNeeded();
m_MaxShadowDistanceSq = cameraData.maxShadowDistance * cameraData.maxShadowDistance;
m_CascadeBorder = shadowData.mainLightShadowCascadeBorder;
@@ -174,6 +176,17 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came
return true;
}
+ private void UpdateTextureDescriptorIfNeeded()
+ {
+ if ( m_MainLightShadowDescriptor.width != renderTargetWidth
+ || m_MainLightShadowDescriptor.height != renderTargetHeight
+ || m_MainLightShadowDescriptor.depthBufferBits != k_ShadowmapBufferBits
+ || m_MainLightShadowDescriptor.colorFormat != RenderTextureFormat.Shadowmap)
+ {
+ m_MainLightShadowDescriptor = new RenderTextureDescriptor(renderTargetWidth, renderTargetHeight, RenderTextureFormat.Shadowmap, k_ShadowmapBufferBits);
+ }
+ }
+
bool SetupForEmptyRendering(bool stripShadowsOffVariants)
{
if (!stripShadowsOffVariants)
@@ -182,10 +195,6 @@ bool SetupForEmptyRendering(bool stripShadowsOffVariants)
m_CreateEmptyShadowmap = true;
useNativeRenderPass = false;
- // Required for scene view camera(URP renderer not initialized)
- if(ShadowUtils.ShadowRTReAllocateIfNeeded(ref m_EmptyMainLightShadowmapTexture, k_EmptyShadowMapDimensions, k_EmptyShadowMapDimensions, k_ShadowmapBufferBits, name: k_EmptyMainLightShadowMapTextureName))
- m_EmptyShadowmapNeedsClear = true;
-
return true;
}
@@ -193,29 +202,36 @@ bool SetupForEmptyRendering(bool stripShadowsOffVariants)
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
+ // Disable obsolete warning for internal usage
+ #pragma warning disable CS0618
- if (m_CreateEmptyShadowmap && !m_EmptyShadowmapNeedsClear)
+ if (m_CreateEmptyShadowmap)
{
- // UUM-63146 - glClientWaitSync: Expected application to have kicked everything until job: 96089 (possibly by calling glFlush)" are thrown in the Android Player on some devices with PowerVR Rogue GE8320
- // Resetting of target would clean up the color attachment buffers and depth attachment buffers, which inturn is preventing the leak in the said platform. This is likely a symptomatic fix, but is solving the problem for now.
+ // Required for scene view camera(URP renderer not initialized)
+ if (ShadowUtils.ShadowRTReAllocateIfNeeded(ref m_EmptyMainLightShadowmapTexture, k_EmptyShadowMapDimensions, k_EmptyShadowMapDimensions, k_ShadowmapBufferBits, name: k_EmptyMainLightShadowMapTextureName))
+ m_EmptyShadowmapNeedsClear = true;
- if (Application.platform == RuntimePlatform.Android && PlatformAutoDetect.isRunningOnPowerVRGPU)
- ResetTarget();
+ if (!m_EmptyShadowmapNeedsClear)
+ {
+ // UUM-63146 - glClientWaitSync: Expected application to have kicked everything until job: 96089 (possibly by calling glFlush)" are thrown in the Android Player on some devices with PowerVR Rogue GE8320
+ // Resetting of target would clean up the color attachment buffers and depth attachment buffers, which inturn is preventing the leak in the said platform. This is likely a symptomatic fix, but is solving the problem for now.
+ if (Application.platform == RuntimePlatform.Android && PlatformAutoDetect.isRunningOnPowerVRGPU)
+ ResetTarget();
- return;
- }
+ return;
+ }
- // Disable obsolete warning for internal usage
- #pragma warning disable CS0618
- if (m_CreateEmptyShadowmap)
- {
ConfigureTarget(m_EmptyMainLightShadowmapTexture);
m_EmptyShadowmapNeedsClear = false;
}
else
+ {
+ ShadowUtils.ShadowRTReAllocateIfNeeded(ref m_MainLightShadowmapTexture, renderTargetWidth, renderTargetHeight, k_ShadowmapBufferBits, name: k_MainLightShadowMapTextureName);
ConfigureTarget(m_MainLightShadowmapTexture);
+ }
ConfigureClear(ClearFlag.All, Color.black);
+
#pragma warning restore CS0618
}
@@ -459,7 +475,7 @@ internal TextureHandle Render(RenderGraph graph, ContextContainer frameData)
builder.UseRendererList(passData.shadowRendererListsHandle[cascadeIndex]);
}
- shadowTexture = UniversalRenderer.CreateRenderGraphTexture(graph, m_MainLightShadowmapTexture.rt.descriptor, "_MainLightShadowmapTexture", true, ShadowUtils.m_ForceShadowPointSampling ? FilterMode.Point : FilterMode.Bilinear);
+ shadowTexture = UniversalRenderer.CreateRenderGraphTexture(graph, m_MainLightShadowDescriptor, k_MainLightShadowMapTextureName, true, ShadowUtils.m_ForceShadowPointSampling ? FilterMode.Point : FilterMode.Bilinear);
builder.SetRenderAttachmentDepth(shadowTexture, AccessFlags.Write);
}
else
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs
index 640c8cb0e5c..b2aab74716a 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs
@@ -32,6 +32,7 @@ internal partial class PostProcessPass : ScriptableRenderPass
RTHandle m_StreakTmpTexture;
RTHandle m_StreakTmpTexture2;
RTHandle m_ScreenSpaceLensFlareResult;
+ RTHandle m_UserLut;
const string k_RenderPostProcessingTag = "Blit PostProcessing Effects";
const string k_RenderFinalPostProcessingTag = "Blit Final PostProcessing";
@@ -265,6 +266,7 @@ public void Dispose()
m_StreakTmpTexture?.Release();
m_StreakTmpTexture2?.Release();
m_ScreenSpaceLensFlareResult?.Release();
+ m_UserLut?.Release();
}
///
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs
index e8868e4b4f0..f9cdb2eabf6 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs
@@ -8,7 +8,6 @@ namespace UnityEngine.Rendering.Universal
internal partial class PostProcessPass : ScriptableRenderPass
{
static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture");
- static readonly int s_CameraOpaqueTextureID = Shader.PropertyToID("_CameraOpaqueTexture");
private class UpdateCameraResolutionPassData
{
@@ -375,8 +374,10 @@ public void RenderBloomTexture(RenderGraph renderGraph, in TextureHandle source,
throw new ArgumentOutOfRangeException();
}
- int tw = m_Descriptor.width >> downres;
- int th = m_Descriptor.height >> downres;
+ //We should set the limit the downres result to ensure we dont turn 1x1 textures, which should technically be valid
+ //into 0x0 textures which will be invalid
+ int tw = Mathf.Max(1, m_Descriptor.width >> downres);
+ int th = Mathf.Max(1, m_Descriptor.height >> downres);
// Determine the iteration count
int maxSize = Mathf.Max(tw, th);
@@ -944,7 +945,7 @@ private void RenderTemporalAA(RenderGraph renderGraph, UniversalResourceData res
private void RenderSTP(RenderGraph renderGraph, UniversalResourceData resourceData, UniversalCameraData cameraData, ref TextureHandle source, out TextureHandle destination)
{
- TextureHandle cameraDepth = resourceData.cameraDepth;
+ TextureHandle cameraDepth = resourceData.cameraDepthTexture;
TextureHandle motionVectors = resourceData.motionVectorColor;
Debug.Assert(motionVectors.IsValid(), "MotionVectors are invalid. STP requires a motion vector texture.");
@@ -1789,6 +1790,27 @@ private class UberPostPassData
internal bool enableAlphaOutput;
}
+ TextureHandle TryGetCachedUserLutTextureHandle(RenderGraph renderGraph)
+ {
+ if (m_ColorLookup.texture.value == null)
+ {
+ if (m_UserLut != null)
+ {
+ m_UserLut.Release();
+ m_UserLut = null;
+ }
+ }
+ else
+ {
+ if (m_UserLut == null || m_UserLut.externalTexture != m_ColorLookup.texture.value)
+ {
+ m_UserLut?.Release();
+ m_UserLut = RTHandles.Alloc(m_ColorLookup.texture.value);
+ }
+ }
+ return m_UserLut != null ? renderGraph.ImportTexture(m_UserLut) : TextureHandle.nullHandle;
+ }
+
public void RenderUberPost(RenderGraph renderGraph, ContextContainer frameData, UniversalCameraData cameraData, UniversalPostProcessingData postProcessingData, in TextureHandle sourceTexture, in TextureHandle destTexture, in TextureHandle lutTexture, in TextureHandle overlayUITexture, bool requireHDROutput, bool enableAlphaOutput, bool resolveToDebugScreen)
{
var material = m_Materials.uber;
@@ -1800,8 +1822,7 @@ public void RenderUberPost(RenderGraph renderGraph, ContextContainer frameData,
float postExposureLinear = Mathf.Pow(2f, m_ColorAdjustments.postExposure.value);
Vector4 lutParams = new Vector4(1f / lutWidth, 1f / lutHeight, lutHeight - 1f, postExposureLinear);
- RTHandle userLutRThdl = m_ColorLookup.texture.value ? RTHandles.Alloc(m_ColorLookup.texture.value) : null;
- TextureHandle userLutTexture = userLutRThdl != null ? renderGraph.ImportTexture(userLutRThdl) : TextureHandle.nullHandle;
+ TextureHandle userLutTexture = TryGetCachedUserLutTextureHandle(renderGraph);
Vector4 userLutParams = !m_ColorLookup.IsActive()
? Vector4.zero
: new Vector4(1f / m_ColorLookup.texture.value.width,
@@ -1811,17 +1832,6 @@ public void RenderUberPost(RenderGraph renderGraph, ContextContainer frameData,
using (var builder = renderGraph.AddRasterRenderPass("Blit Post Processing", out var passData, ProfilingSampler.Get(URPProfileId.RG_UberPost)))
{
- UniversalResourceData resourceData = frameData.Get();
-
- // Only the UniversalRenderer guarantees that global textures will be available at this point
- bool isUniversalRenderer = (cameraData.renderer as UniversalRenderer) != null;
-
- if (cameraData.requiresDepthTexture && isUniversalRenderer)
- builder.UseGlobalTexture(s_CameraDepthTextureID);
-
- if (cameraData.requiresOpaqueTexture && isUniversalRenderer)
- builder.UseGlobalTexture(s_CameraOpaqueTextureID);
-
builder.AllowGlobalStateModification(true);
passData.destinationTexture = destTexture;
builder.SetRenderAttachment(destTexture, 0, AccessFlags.Write);
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs
index 56e0c255fd8..b01de5a8d28 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceAmbientOcclusionPass.cs
@@ -308,7 +308,6 @@ private class SSAOPassData
internal TextureHandle AOTexture;
internal TextureHandle finalTexture;
internal TextureHandle blurTexture;
- internal TextureHandle cameraDepthTexture;
internal TextureHandle cameraNormalsTexture;
}
@@ -334,9 +333,7 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer
out TextureHandle finalTexture);
// Get the resources
- UniversalRenderer universalRenderer = cameraData.renderer as UniversalRenderer;
- bool isDeferred = universalRenderer != null && universalRenderer.renderingModeActual == RenderingMode.Deferred;
- TextureHandle cameraDepthTexture = isDeferred ? resourceData.activeDepthTexture : resourceData.cameraDepthTexture;
+ TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture;
TextureHandle cameraNormalsTexture = resourceData.cameraNormalsTexture;
// Update keywords and other shader params
@@ -354,7 +351,6 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer
passData.AOTexture = aoTexture;
passData.finalTexture = finalTexture;
passData.blurTexture = blurTexture;
- passData.cameraDepthTexture = isDeferred ? cameraDepthTexture : TextureHandle.nullHandle;
// Declare input textures
builder.UseTexture(passData.AOTexture, AccessFlags.ReadWrite);
@@ -380,9 +376,6 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer
builder.SetRenderFunc((SSAOPassData data, UnsafeGraphContext rgContext) =>
{
- if (data.cameraDepthTexture.IsValid())
- data.material.SetTexture(s_CameraDepthTextureID, data.cameraDepthTexture);
-
CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(rgContext.cmd);
RenderBufferLoadAction finalLoadAction = data.afterOpaque ? RenderBufferLoadAction.Load : RenderBufferLoadAction.DontCare;
@@ -390,9 +383,6 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer
if (data.cameraColor.IsValid())
PostProcessUtils.SetSourceSize(cmd, data.cameraColor);
- if (data.cameraDepthTexture.IsValid())
- data.material.SetTexture(s_CameraDepthTextureID, data.cameraDepthTexture);
-
if (data.cameraNormalsTexture.IsValid())
data.material.SetTexture(s_CameraNormalsTextureID, data.cameraNormalsTexture);
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RTHandleUtils.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RTHandleUtils.cs
index 4592fa15720..2ce3872a328 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/RTHandleUtils.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/RTHandleUtils.cs
@@ -6,6 +6,7 @@
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
+using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
@@ -175,12 +176,16 @@ internal int GetHashCodeWithNameHash(in TextureDesc texDesc)
internal static TextureDesc CreateTextureDesc(RenderTextureDescriptor desc,
TextureSizeMode textureSizeMode = TextureSizeMode.Explicit, int anisoLevel = 1, float mipMapBias = 0,
FilterMode filterMode = FilterMode.Point, TextureWrapMode wrapMode = TextureWrapMode.Clamp, string name = "")
- {
+ {
+ Assertions.Assert.IsFalse(desc.graphicsFormat != GraphicsFormat.None && desc.depthStencilFormat != GraphicsFormat.None,
+ "The RenderTextureDescriptor used to create a TextureDesc contains both graphicsFormat and depthStencilFormat which is not allowed.");
+
+ var format = (desc.depthStencilFormat != GraphicsFormat.None) ? desc.depthStencilFormat : desc.graphicsFormat;
+
TextureDesc rgDesc = new TextureDesc(desc.width, desc.height);
rgDesc.sizeMode = textureSizeMode;
rgDesc.slices = desc.volumeDepth;
- rgDesc.depthBufferBits = (DepthBits)desc.depthBufferBits;
- rgDesc.colorFormat = desc.graphicsFormat;
+ rgDesc.format = format;
rgDesc.filterMode = filterMode;
rgDesc.wrapMode = wrapMode;
rgDesc.dimension = desc.dimension;
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs
index 3cec1a8cf1c..f71303af750 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingLayerUtils.cs
@@ -74,7 +74,7 @@ internal static bool RequireRenderingLayers(List rend
// Make sure texture has enough bits to encode all rendering layers in urp global settings
if (UniversalRenderPipelineGlobalSettings.instance)
{
- int count = RenderingLayerMask.GetLastDefinedRenderingLayerIndex();
+ int count = RenderingLayerMask.GetRenderingLayerCount();
MaskSize maskSize = GetMaskSize(count);
combinedMaskSize = Combine(combinedMaskSize, maskSize);
}
@@ -109,7 +109,16 @@ public static GraphicsFormat GetFormat(MaskSize maskSize)
case MaskSize.Bits8:
return GraphicsFormat.R8_UNorm;
case MaskSize.Bits16:
- return GraphicsFormat.R16_UNorm;
+ {
+ //webgpu does not support r16_unorm as a render target format
+#if UNITY_2023_2_OR_NEWER
+ if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.WebGPU)
+ {
+ return GraphicsFormat.R32_SFloat;
+ }
+#endif
+ return GraphicsFormat.R16_UNorm;
+ }
case MaskSize.Bits24:
case MaskSize.Bits32:
return GraphicsFormat.R32_SFloat;
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs
index abd50953912..b759431eb72 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs
@@ -610,9 +610,11 @@ internal static bool RTHandleNeedsReAlloc(
return true;
if (!scaled && (handle.rt.width != descriptor.width || handle.rt.height != descriptor.height))
return true;
+
+ var rtHandleFormat = (handle.rt.descriptor.depthStencilFormat != GraphicsFormat.None) ? handle.rt.descriptor.depthStencilFormat : handle.rt.descriptor.graphicsFormat;
+
return
- (DepthBits)handle.rt.descriptor.depthBufferBits != descriptor.depthBufferBits ||
- (handle.rt.descriptor.depthBufferBits == (int)DepthBits.None && handle.rt.descriptor.graphicsFormat != descriptor.colorFormat) ||
+ rtHandleFormat != descriptor.format ||
handle.rt.descriptor.dimension != descriptor.dimension ||
handle.rt.descriptor.enableRandomWrite != descriptor.enableRandomWrite ||
handle.rt.descriptor.useMipMap != descriptor.useMipMap ||
@@ -819,6 +821,8 @@ public static bool ReAllocateHandleIfNeeded(
float mipMapBias = 0,
string name = "")
{
+ Assertions.Assert.IsTrue(descriptor.graphicsFormat == GraphicsFormat.None ^ descriptor.depthStencilFormat == GraphicsFormat.None);
+
TextureDesc requestRTDesc = RTHandleResourcePool.CreateTextureDesc(descriptor, TextureSizeMode.Explicit, anisoLevel, 0, filterMode, wrapMode, name);
if (RTHandleNeedsReAlloc(handle, requestRTDesc, false))
{
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs
index c60a56df5ee..894a6267f47 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/ShadowUtils.cs
@@ -446,7 +446,7 @@ static Vector4 GetShadowBias(ref VisibleLight shadowLight, int shadowLightIndex,
normalBias *= kernelRadius;
}
- return new Vector4(depthBias, normalBias, 0.0f, 0.0f);
+ return new Vector4(depthBias, normalBias, (float)shadowLight.lightType, 0.0f);
}
@@ -762,6 +762,14 @@ internal static bool FastApproximately(float a, float b)
return Mathf.Abs(a - b) < 0.000001f;
}
+ internal static bool FastApproximately(Vector4 a, Vector4 b)
+ {
+ return FastApproximately(a.x, b.x)
+ && FastApproximately(a.y, b.y)
+ && FastApproximately(a.z, b.z)
+ && FastApproximately(a.w, b.w);
+ }
+
internal const int kMinimumPunctualLightHardShadowResolution = 8;
internal const int kMinimumPunctualLightSoftShadowResolution = 16;
// Minimal shadow map resolution required to have meaningful shadows visible during lighting
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/StpUtils.cs b/Packages/com.unity.render-pipelines.universal/Runtime/StpUtils.cs
index 5c174cf5f18..e0cfb953104 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/StpUtils.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/StpUtils.cs
@@ -128,7 +128,7 @@ static internal void Execute(RenderGraph renderGraph, UniversalResourceData reso
debugView = renderGraph.CreateTexture(new TextureDesc(cameraData.pixelWidth, cameraData.pixelHeight, false, (cameraData.xr.enabled && cameraData.xr.singlePassEnabled))
{
name = "STP Debug View",
- colorFormat = GraphicsFormat.R8G8B8A8_UNorm,
+ format = GraphicsFormat.R8G8B8A8_UNorm,
clearBuffer = true,
enableRandomWrite = true
});
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs
index fbed5a4b341..150386bdf07 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs
@@ -292,7 +292,6 @@ public static string GetName(this CameraRenderType type)
///
[DisallowMultipleComponent]
[RequireComponent(typeof(Camera))]
- [ImageEffectAllowedInSceneView]
[ExecuteAlways] // NOTE: This is required to get calls to OnDestroy() always. Graphics resources are released in OnDestroy().
[URPHelpURL("universal-additional-camera-data")]
public class UniversalAdditionalCameraData : MonoBehaviour, ISerializationCallbackReceiver, IAdditionalData
@@ -849,11 +848,31 @@ public void OnDrawGizmos()
///
public void OnDestroy()
{
+ //You cannot call scriptableRenderer here. If you where not in URP, this will actually create the renderer.
+ //This can occurs in cross pipeline but also on Dedicated Server where the gfx device do not run. (UUM-75237)
+ //Use GetRawRenderer() instead.
+
m_Camera.DestroyVolumeStack(this);
- if (camera.cameraType != CameraType.SceneView )
- scriptableRenderer?.ReleaseRenderTargets();
+ if (camera.cameraType != CameraType.SceneView)
+ GetRawRenderer()?.ReleaseRenderTargets();
m_History?.Dispose();
m_History = null;
}
+
+
+ ScriptableRenderer GetRawRenderer()
+ {
+ if (UniversalRenderPipeline.asset is null)
+ return null;
+
+ ReadOnlySpan renderers = UniversalRenderPipeline.asset.renderers;
+ if (renderers == null || renderers.IsEmpty)
+ return null;
+
+ if (m_RendererIndex >= renderers.Length || m_RendererIndex < 0)
+ return null;
+
+ return renderers[m_RendererIndex];
+ }
}
}
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs
index 9e44a29b3bf..49758329e2c 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs
@@ -664,6 +664,12 @@ internal static void RenderSingleCameraInternal(ScriptableRenderContext context,
return;
}
+ if (camera.targetTexture.width == 0 || camera.targetTexture.height == 0 || camera.pixelWidth == 0 || camera.pixelHeight == 0)
+ {
+ Debug.LogWarning($"Camera '{camera.name}' has an invalid render target size (width: {camera.targetTexture.width}, height: {camera.targetTexture.height}) or pixel dimensions (width: {camera.pixelWidth}, height: {camera.pixelHeight}). Camera will be skipped.");
+ return;
+ }
+
var frameData = GetRenderer(camera, additionalCameraData).frameData;
var cameraData = CreateCameraData(frameData, camera, additionalCameraData, true);
InitializeAdditionalCameraData(camera, additionalCameraData, true, cameraData);
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs
index ee23e2fa62c..a6da8d184a8 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs
@@ -1537,7 +1537,7 @@ internal static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera cam
{
desc = new RenderTextureDescriptor(cameraData.scaledWidth, cameraData.scaledHeight);
desc.graphicsFormat = MakeRenderTextureGraphicsFormat(isHdrEnabled, requestHDRColorBufferPrecision, needsAlpha);
- desc.depthBufferBits = 32;
+ desc.depthStencilFormat = SystemInfo.GetGraphicsFormat(DefaultFormat.DepthStencil);
desc.msaaSamples = msaaSamples;
desc.sRGB = (QualitySettings.activeColorSpace == ColorSpace.Linear);
}
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs
index 23758db9acc..249f38e9774 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs
@@ -39,12 +39,10 @@ public enum DepthPrimingMode
///
public sealed partial class UniversalRenderer : ScriptableRenderer
{
- #if UNITY_SWITCH || UNITY_ANDROID || UNITY_EMBEDDED_LINUX || UNITY_QNX
- const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D24_UNorm_S8_UInt;
- const int k_DepthBufferBits = 24;
- #else
- const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D32_SFloat_S8_UInt;
- const int k_DepthBufferBits = 32;
+#if UNITY_SWITCH || UNITY_ANDROID || UNITY_EMBEDDED_LINUX || UNITY_QNX
+ const GraphicsFormat k_DepthStencilFormatDefault = GraphicsFormat.D24_UNorm_S8_UInt;
+#else
+ const GraphicsFormat k_DepthStencilFormatDefault = GraphicsFormat.D32_SFloat_S8_UInt;
#endif
const int k_FinalBlitPassQueueOffset = 1;
@@ -176,6 +174,9 @@ protected internal override bool SupportsMotionVectors()
internal LayerMask opaqueLayerMask { get; set; }
internal LayerMask transparentLayerMask { get; set; }
+ internal GraphicsFormat cameraDepthTextureFormat { get => (m_CameraDepthTextureFormat != DepthFormat.Default) ? (GraphicsFormat)m_CameraDepthTextureFormat : k_DepthStencilFormatDefault; }
+ internal GraphicsFormat cameraDepthAttachmentFormat { get => (m_CameraDepthAttachmentFormat != DepthFormat.Default) ? (GraphicsFormat)m_CameraDepthAttachmentFormat : k_DepthStencilFormatDefault; }
+
///
/// Constructor for the Universal Renderer.
///
@@ -567,6 +568,20 @@ private void SetupFinalPassDebug(UniversalCameraData cameraData)
bool IsDepthPrimingEnabled(UniversalCameraData cameraData)
{
+#if UNITY_EDITOR
+ // We need to disable depth-priming for DrawCameraMode.Wireframe, since depth-priming forces ZTest to Equal
+ // for opaques rendering, which breaks wireframe rendering.
+ if (cameraData.isSceneViewCamera)
+ {
+ foreach (var sceneViewObject in UnityEditor.SceneView.sceneViews)
+ {
+ var sceneView = sceneViewObject as UnityEditor.SceneView;
+ if (sceneView != null && sceneView.camera == cameraData.camera && sceneView.cameraMode.drawMode == UnityEditor.DrawCameraMode.Wireframe)
+ return false;
+ }
+ }
+#endif
+
// depth priming requires an extra depth copy, disable it on platforms not supporting it (like GLES when MSAA is on)
if (!CanCopyDepth(cameraData))
return false;
@@ -662,7 +677,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
RenderingUtils.ReAllocateHandleIfNeeded(ref DebugHandler.DebugScreenColorHandle, colorDesc, name: "_DebugScreenColor");
RenderTextureDescriptor depthDesc = cameraData.cameraTargetDescriptor;
- DebugHandler.ConfigureDepthDescriptorForDebugScreen(ref depthDesc, k_DepthStencilFormat, cameraData.pixelWidth, cameraData.pixelHeight);
+ DebugHandler.ConfigureDepthDescriptorForDebugScreen(ref depthDesc, cameraDepthTextureFormat, cameraData.pixelWidth, cameraData.pixelHeight);
RenderingUtils.ReAllocateHandleIfNeeded(ref DebugHandler.DebugScreenDepthHandle, depthDesc, name: "_DebugScreenDepth");
}
@@ -677,6 +692,11 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
if (cameraData.cameraType != CameraType.Game)
useRenderPassEnabled = false;
+#if UNITY_EDITOR
+ useRenderPassEnabled = false; // UUM-73849 : Disable Native Render Pass in the editor for compatibility mode.
+ // (Compatibility mode is no longer in development. Disable it to prevent unexpected problems.)
+#endif
+
// Because of the shortcutting done by depth only offscreen cameras, useDepthPriming must be computed early
useDepthPriming = IsDepthPrimingEnabled(cameraData);
@@ -889,7 +909,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
if (useRenderPassEnabled || useDepthPriming)
createColorTexture |= createDepthTexture;
- // If gfxAPI yflips intermediate texture, we can't mix-use backbuffer(not flipped) and render texture(flipped) due to different flip state/clipspace y.
+ // If gfxAPI yflips intermediate texture, we can't mix-use backbuffer(not flipped) and render texture(flipped) due to different flip state/clipspace y.
// This introduces the final blit pass.
if(SystemInfo.graphicsUVStartsAtTop)
createColorTexture |= createDepthTexture;
@@ -1029,7 +1049,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
if (requiresDepthPrepass && this.renderingModeActual != RenderingMode.Deferred)
{
depthDescriptor.graphicsFormat = GraphicsFormat.None;
- depthDescriptor.depthStencilFormat = (m_CameraDepthTextureFormat != DepthFormat.Default) ? (GraphicsFormat)m_CameraDepthTextureFormat : k_DepthStencilFormat;
+ depthDescriptor.depthStencilFormat = cameraDepthTextureFormat;
}
else
{
@@ -1376,7 +1396,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
bool outputToHDR = cameraData.isHDROutputActive;
if (shouldRenderUI && outputToHDR)
{
- m_DrawOffscreenUIPass.Setup(cameraData, k_DepthStencilFormat);
+ m_DrawOffscreenUIPass.Setup(cameraData, cameraDepthTextureFormat);
EnqueuePass(m_DrawOffscreenUIPass);
}
@@ -1465,7 +1485,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
if (!depthTargetResolved && cameraData.xr.copyDepth)
{
m_XRCopyDepthPass.Setup(m_ActiveCameraDepthAttachment, m_TargetDepthHandle);
- m_XRCopyDepthPass.CopyToDepth = true;
+ m_XRCopyDepthPass.CopyToDepthXR = true;
EnqueuePass(m_XRCopyDepthPass);
}
}
@@ -1484,10 +1504,11 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re
// Scene view camera should always resolve target (not stacked)
m_FinalDepthCopyPass.Setup(m_DepthTexture, k_CameraTarget);
m_FinalDepthCopyPass.MssaSamples = 0;
+ m_FinalDepthCopyPass.CopyToBackbuffer = cameraData.isGameCamera;
// Turning off unnecessary NRP in Editor because of MSAA mistmatch between CameraTargetDescriptor vs camera backbuffer
// NRP layer considers this being a pass with MSAA samples by checking CameraTargetDescriptor taken from RP asset
// while the camera backbuffer has a single sample
- m_FinalDepthCopyPass.useNativeRenderPass = false;
+ m_FinalDepthCopyPass.useNativeRenderPass = false;
EnqueuePass(m_FinalDepthCopyPass);
}
#endif
@@ -1567,7 +1588,11 @@ private void SetupRawColorDepthHistory(UniversalCameraData cameraData, ref Rende
depthHistory.Update(ref tempColorDepthDesc, xrMultipassEnabled);
}
else
- depthHistory.Update(ref cameraTargetDescriptor, xrMultipassEnabled);
+ {
+ var tempColorDepthDesc = cameraData.cameraTargetDescriptor;
+ tempColorDepthDesc.graphicsFormat = GraphicsFormat.None;
+ depthHistory.Update(ref tempColorDepthDesc, xrMultipassEnabled);
+ }
if (depthHistory.GetCurrentTexture(multipassId) != null)
{
@@ -1698,8 +1723,6 @@ private struct RenderPassInputSummary
private RenderPassInputSummary GetRenderPassInputs(bool isTemporalAAEnabled, bool postProcessingEnabled)
{
- RenderPassEvent beforeMainRenderingEvent = m_RenderingMode == RenderingMode.Deferred ? RenderPassEvent.BeforeRenderingGbuffer : RenderPassEvent.BeforeRenderingOpaques;
-
RenderPassInputSummary inputSummary = new RenderPassInputSummary();
inputSummary.requiresDepthNormalAtEvent = RenderPassEvent.BeforeRenderingOpaques;
inputSummary.requiresDepthTextureEarliestEvent = RenderPassEvent.BeforeRenderingPostProcessing;
@@ -1710,7 +1733,7 @@ private RenderPassInputSummary GetRenderPassInputs(bool isTemporalAAEnabled, boo
bool needsNormals = (pass.input & ScriptableRenderPassInput.Normal) != ScriptableRenderPassInput.None;
bool needsColor = (pass.input & ScriptableRenderPassInput.Color) != ScriptableRenderPassInput.None;
bool needsMotion = (pass.input & ScriptableRenderPassInput.Motion) != ScriptableRenderPassInput.None;
- bool eventBeforeMainRendering = pass.renderPassEvent <= beforeMainRenderingEvent;
+ bool eventBeforeRenderingOpaques = pass.renderPassEvent < RenderPassEvent.AfterRenderingOpaques;
// TODO: Need a better way to handle this, probably worth to recheck after render graph
// DBuffer requires color texture created as it does not handle y flip correctly
@@ -1720,7 +1743,11 @@ private RenderPassInputSummary GetRenderPassInputs(bool isTemporalAAEnabled, boo
}
inputSummary.requiresDepthTexture |= needsDepth;
- inputSummary.requiresDepthPrepass |= needsNormals || needsDepth && eventBeforeMainRendering;
+
+ // A depth prepass is always required when normals are needed because URP's forward passes don't support rendering into the normals texture
+ // If depth is needed without normals, we only need a prepass when the event consuming depth occurs before opaque rendering is completed.
+ inputSummary.requiresDepthPrepass |= needsNormals || (needsDepth && eventBeforeRenderingOpaques);
+
inputSummary.requiresNormalsTexture |= needsNormals;
inputSummary.requiresColorTexture |= needsColor;
inputSummary.requiresMotionVectors |= needsMotion;
@@ -1798,7 +1825,7 @@ void CreateCameraRenderTarget(ScriptableRenderContext context, ref RenderTexture
depthDescriptor.bindMS = false;
depthDescriptor.graphicsFormat = GraphicsFormat.None;
- depthDescriptor.depthStencilFormat = (m_CameraDepthAttachmentFormat != DepthFormat.Default) ? (GraphicsFormat)m_CameraDepthAttachmentFormat : k_DepthStencilFormat;
+ depthDescriptor.depthStencilFormat = cameraDepthAttachmentFormat;
RenderingUtils.ReAllocateHandleIfNeeded(ref m_CameraDepthAttachment, depthDescriptor, FilterMode.Point, TextureWrapMode.Clamp, name: "_CameraDepthAttachment");
cmd.SetGlobalTexture(m_CameraDepthAttachment.name, m_CameraDepthAttachment.nameID);
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs
index 169086c0a6c..3045fcb00c1 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs
@@ -236,8 +236,7 @@ public static TextureHandle CreateRenderGraphTexture(RenderGraph renderGraph, Re
rgDesc.dimension = desc.dimension;
rgDesc.clearBuffer = clear;
rgDesc.bindTextureMS = desc.bindMS;
- rgDesc.colorFormat = desc.graphicsFormat;
- rgDesc.depthBufferBits = (DepthBits)desc.depthBufferBits;
+ rgDesc.format = (desc.depthStencilFormat != GraphicsFormat.None) ? desc.depthStencilFormat : desc.graphicsFormat;
rgDesc.slices = desc.volumeDepth;
rgDesc.msaaSamples = (MSAASamples)desc.msaaSamples;
rgDesc.name = name;
@@ -248,7 +247,6 @@ public static TextureHandle CreateRenderGraphTexture(RenderGraph renderGraph, Re
rgDesc.vrUsage = desc.vrUsage;
rgDesc.useDynamicScale = desc.useDynamicScale;
rgDesc.useDynamicScaleExplicit = desc.useDynamicScaleExplicit;
- // TODO RENDERGRAPH: depthStencilFormat handling?
return renderGraph.CreateTexture(rgDesc);
}
@@ -261,8 +259,7 @@ internal static TextureHandle CreateRenderGraphTexture(RenderGraph renderGraph,
rgDesc.clearBuffer = clear;
rgDesc.clearColor = color;
rgDesc.bindTextureMS = desc.bindMS;
- rgDesc.colorFormat = desc.graphicsFormat;
- rgDesc.depthBufferBits = (DepthBits)desc.depthBufferBits;
+ rgDesc.format = (desc.depthStencilFormat != GraphicsFormat.None) ? desc.depthStencilFormat : desc.graphicsFormat;
rgDesc.slices = desc.volumeDepth;
rgDesc.msaaSamples = (MSAASamples)desc.msaaSamples;
rgDesc.name = name;
@@ -285,7 +282,7 @@ bool CameraHasPostProcessingWithDepth(UniversalCameraData cameraData)
return ShouldApplyPostProcessing(cameraData.postProcessEnabled) && cameraData.postProcessingRequiresDepthTexture;
}
- void RequiresColorAndDepthTextures(RenderGraph renderGraph, out bool createColorTexture, out bool createDepthTexture, UniversalCameraData cameraData, ref RenderPassInputSummary renderPassInputs)
+ void RequiresColorAndDepthAttachments(RenderGraph renderGraph, out bool createColorTexture, out bool createDepthTexture, UniversalCameraData cameraData, ref RenderPassInputSummary renderPassInputs)
{
bool isPreviewCamera = cameraData.isPreviewCamera;
bool requiresDepthPrepass = RequireDepthPrepass(cameraData, ref renderPassInputs);
@@ -440,7 +437,7 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera
// We configure this for the first camera of the stack and overlay camera will reuse create color/depth var
// to pick the correct target, as if there is an intermediate texture, overlay cam should use them
if (cameraData.renderType == CameraRenderType.Base)
- RequiresColorAndDepthTextures(renderGraph, out m_CreateColorTexture, out m_CreateDepthTexture, cameraData, ref renderPassInputs);
+ RequiresColorAndDepthAttachments(renderGraph, out m_CreateColorAttachment, out m_CreateDepthAttachment, cameraData, ref renderPassInputs);
// The final output back buffer should be cleared by the graph on first use only if we have no final blit pass.
@@ -449,7 +446,7 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera
// with a Viewport Rect smaller than the full screen. So the existing backbuffer contents need to be preserved in this case.
// Finally for non-base cameras the backbuffer should never be cleared. (Note that there might still be two base cameras
// rendering to the same screen. See e.g. test foundation 014 that renders a minimap)
- bool clearBackbufferOnFirstUse = (cameraData.renderType == CameraRenderType.Base) && !m_CreateColorTexture;
+ bool clearBackbufferOnFirstUse = (cameraData.renderType == CameraRenderType.Base) && !m_CreateColorAttachment;
// force the clear if we are rendering to an offscreen depth texture
clearBackbufferOnFirstUse |= isCameraTargetOffscreenDepth;
@@ -460,9 +457,9 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera
// We cannot use directly !cameraData.rendersOverlayUI but this is similar logic
bool isNativeUIOverlayRenderingAfterURP = !SupportedRenderingFeatures.active.rendersUIOverlay && cameraData.resolveToScreen;
bool isNativeRenderingAfterURP = UnityEngine.Rendering.Watermark.IsVisible() || isNativeUIOverlayRenderingAfterURP;
- // If MSAA > 1, no extra native rendering after SRP and we target the BB directly (!m_CreateColorTexture)
+ // If MSAA > 1, no extra native rendering after SRP and we target the BB directly (!m_CreateColorAttachment)
// then we can discard MSAA buffers and only resolve, otherwise we must store and resolve
- bool noStoreOnlyResolveBBColor = !m_CreateColorTexture && !isNativeRenderingAfterURP && (cameraData.cameraTargetDescriptor.msaaSamples > 1);
+ bool noStoreOnlyResolveBBColor = !m_CreateColorAttachment && !isNativeRenderingAfterURP && (cameraData.cameraTargetDescriptor.msaaSamples > 1);
ImportResourceParams importBackbufferColorParams = new ImportResourceParams();
importBackbufferColorParams.clearOnFirstUse = clearBackbufferOnFirstUse;
@@ -505,7 +502,7 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera
int oldSamples = cameraData.cameraTargetDescriptor.msaaSamples;
#if !UNITY_EDITOR
// for safety do this only for the NRP path, even though works also on non NRP, but would need extensive testing
- if (m_CreateColorTexture && renderGraph.nativeRenderPassesEnabled && Screen.msaaSamples > 1)
+ if (m_CreateColorAttachment && renderGraph.nativeRenderPassesEnabled && Screen.msaaSamples > 1)
{
oldSamples = Mathf.Max(Screen.msaaSamples, oldSamples);
msaaSamplesChangedThisFrame = true;
@@ -535,10 +532,11 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera
importInfo.volumeDepth = 1;
importInfo.msaaSamples = numSamples;
- importInfo.format = UniversalRenderPipeline.MakeRenderTextureGraphicsFormat(cameraData.isHdrEnabled, cameraData.hdrColorBufferPrecision, Graphics.preserveFramebufferAlpha);
+ importInfo.format = cameraData.cameraTargetDescriptor.graphicsFormat;
importInfoDepth = importInfo;
- importInfoDepth.format = SystemInfo.GetGraphicsFormat(DefaultFormat.DepthStencil);
+
+ importInfoDepth.format = cameraData.cameraTargetDescriptor.depthStencilFormat;
}
else
{
@@ -583,7 +581,7 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera
#region Intermediate Camera Target
- if (m_CreateColorTexture && !isCameraTargetOffscreenDepth)
+ if (m_CreateColorAttachment && !isCameraTargetOffscreenDepth)
{
var cameraTargetDescriptor = cameraData.cameraTargetDescriptor;
cameraTargetDescriptor.useMipMap = false;
@@ -625,28 +623,19 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera
resourceData.activeColorID = UniversalResourceData.ActiveID.BackBuffer;
}
+ bool depthTextureIsDepthFormat = RequireDepthPrepass(cameraData, ref renderPassInputs) && (renderingModeActual != RenderingMode.Deferred);
- if (m_CreateDepthTexture)
+ if (m_CreateDepthAttachment)
{
var depthDescriptor = cameraData.cameraTargetDescriptor;
depthDescriptor.useMipMap = false;
depthDescriptor.autoGenerateMips = false;
- depthDescriptor.bindMS = false;
- bool hasMSAA = depthDescriptor.msaaSamples > 1 && (SystemInfo.supportsMultisampledTextures != 0);
+ bool hasMSAA = depthDescriptor.msaaSamples > 1;
bool resolveDepth = RenderingUtils.MultisampleDepthResolveSupported() && renderGraph.nativeRenderPassesEnabled;
- // TODO RENDERGRAPH: once all passes are ported to RasterCommandBuffers we need to reenable depth resolve
- m_CopyDepthPass.m_CopyResolvedDepth = resolveDepth && m_CopyDepthMode == CopyDepthMode.AfterTransparents;
-
- if (hasMSAA)
- {
- // if depth priming is enabled the copy depth primed pass is meant to do the MSAA resolve, so we want to bind the MS surface
- if (IsDepthPrimingEnabled(cameraData))
- depthDescriptor.bindMS = true;
- else
- depthDescriptor.bindMS = !(resolveDepth && m_CopyDepthMode == CopyDepthMode.AfterTransparents);
- }
+ // If we aren't using hardware depth resolves and we have MSAA, we need to resolve depth manually by binding as an MSAA texture.
+ depthDescriptor.bindMS = !resolveDepth && hasMSAA;
// binding MS surfaces is not supported by the GLES backend, and it won't be fixed after investigating
// the high performance impact of potential fixes, which would make it more expensive than depth prepass (fogbugz 1339401 for more info)
@@ -654,13 +643,18 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera
depthDescriptor.bindMS = false;
depthDescriptor.graphicsFormat = GraphicsFormat.None;
- depthDescriptor.depthStencilFormat = k_DepthStencilFormat;
+ depthDescriptor.depthStencilFormat = cameraDepthAttachmentFormat;
RenderingUtils.ReAllocateHandleIfNeeded(ref m_RenderGraphCameraDepthHandle, depthDescriptor, FilterMode.Point, TextureWrapMode.Clamp, name: "_CameraDepthAttachment");
importDepthParams.discardOnLastUse = lastCameraInTheStack;
resourceData.cameraDepth = renderGraph.ImportTexture(m_RenderGraphCameraDepthHandle, importDepthParams);
resourceData.activeDepthID = UniversalResourceData.ActiveID.Camera;
+
+ // Configure the copy depth pass based on the allocated depth texture
+ m_CopyDepthPass.MssaSamples = depthDescriptor.msaaSamples;
+ m_CopyDepthPass.CopyToDepth = depthTextureIsDepthFormat;
+ m_CopyDepthPass.m_CopyResolvedDepth = !depthDescriptor.bindMS;
}
else
{
@@ -668,7 +662,7 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera
}
#endregion
- CreateCameraDepthCopyTexture(renderGraph, cameraData.cameraTargetDescriptor, RequireDepthPrepass(cameraData, ref renderPassInputs) && this.renderingModeActual != RenderingMode.Deferred);
+ CreateCameraDepthCopyTexture(renderGraph, cameraData.cameraTargetDescriptor, depthTextureIsDepthFormat);
CreateCameraNormalsTexture(renderGraph, cameraData.cameraTargetDescriptor);
@@ -745,17 +739,21 @@ private void RenderRawColorDepthHistory(RenderGraph renderGraph, UniversalCamera
{
// Fall back to R32_Float if depth copy is disabled.
var tempColorDepthDesc = cameraData.cameraTargetDescriptor;
- tempColorDepthDesc.colorFormat = RenderTextureFormat.RFloat;
tempColorDepthDesc.graphicsFormat = GraphicsFormat.R32_SFloat;
tempColorDepthDesc.depthBufferBits = 0;
depthHistory.Update(ref tempColorDepthDesc, xrMultipassEnabled);
}
else
- depthHistory.Update(ref cameraData.cameraTargetDescriptor, xrMultipassEnabled);
+ {
+ var tempColorDepthDesc = cameraData.cameraTargetDescriptor;
+ tempColorDepthDesc.graphicsFormat = GraphicsFormat.None;
+ depthHistory.Update(ref tempColorDepthDesc, xrMultipassEnabled);
+ }
if (depthHistory.GetCurrentTexture(multipassId) != null)
{
var depthHistoryTarget = renderGraph.ImportTexture(depthHistory.GetCurrentTexture(multipassId));
+
// See pass create in UniversalRenderer() for execution order.
m_HistoryRawDepthCopyPass.Render(renderGraph, frameData, depthHistoryTarget, resourceData.cameraDepth, false);
}
@@ -845,8 +843,8 @@ internal override void OnFinishRenderGraphRendering(CommandBuffer cmd)
///
public override bool supportsGPUOcclusion => m_RenderingMode != RenderingMode.Deferred;
- private static bool m_CreateColorTexture;
- private static bool m_CreateDepthTexture;
+ private static bool m_CreateColorAttachment;
+ private static bool m_CreateDepthAttachment;
private void OnOffscreenDepthTextureRendering(RenderGraph renderGraph, ScriptableRenderContext context, UniversalResourceData resourceData, UniversalCameraData cameraData)
{
@@ -894,6 +892,14 @@ private void OnBeforeRendering(RenderGraph renderGraph)
SetupRenderGraphCameraProperties(renderGraph, resourceData.isActiveTargetBackBuffer);
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.AfterRenderingShadows);
+
+ bool requiredColorGradingLutPass = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated;
+ if (requiredColorGradingLutPass)
+ {
+ TextureHandle internalColorLut;
+ m_PostProcessPasses.colorGradingLutPass.Render(renderGraph, frameData, out internalColorLut);
+ resourceData.internalColorLut = internalColorLut;
+ }
}
private void UpdateInstanceOccluders(RenderGraph renderGraph, UniversalCameraData cameraData, TextureHandle depthTexture)
@@ -946,7 +952,8 @@ private void InstanceOcclusionTest(RenderGraph renderGraph, UniversalCameraData
}
// Records the depth copy pass along with the specified custom passes in a way that properly handles depth read dependencies
- private void RecordCustomPassesWithDepthCopy(RenderGraph renderGraph, UniversalResourceData resourceData, RenderPassEvent earliestDepthReadEvent, RenderPassEvent currentEvent)
+ // This function will also trigger motion vector rendering if required by the current frame since its availability is intended to match depth's.
+ private void RecordCustomPassesWithDepthCopyAndMotion(RenderGraph renderGraph, UniversalResourceData resourceData, RenderPassEvent earliestDepthReadEvent, RenderPassEvent currentEvent, bool renderMotionVectors)
{
// Custom passes typically come before built-in passes but there's an exception for passes that require depth.
// In cases where custom passes passes may depend on depth, we split the event range and execute the depth copy as late as possible while still ensuring valid depth reads.
@@ -955,7 +962,7 @@ private void RecordCustomPassesWithDepthCopy(RenderGraph renderGraph, UniversalR
RecordCustomRenderGraphPassesInEventRange(renderGraph, startEvent, splitEvent);
- m_CopyDepthPass.Render(renderGraph, frameData, resourceData.cameraDepthTexture, resourceData.activeDepthTexture, true);
+ ExecuteScheduledDepthCopyWithMotion(renderGraph, resourceData, renderMotionVectors);
RecordCustomRenderGraphPassesInEventRange(renderGraph, splitEvent, endEvent);
}
@@ -972,12 +979,16 @@ private bool AllowPartialDepthNormalsPrepass(bool isDeferred, RenderPassEvent re
(requiresDepthNormalEvent <= RenderPassEvent.BeforeRenderingOpaques));
}
- // Enumeration of possible positions within the frame where the depth copy pass can be scheduled
+ // Enumeration of possible positions within the frame where the depth copy can occur
private enum DepthCopySchedule
{
+ // In some cases, we can render depth directly to the depth texture during the depth prepass
+ DuringPrepass,
+
AfterPrepass,
AfterGBuffer,
AfterOpaques,
+ AfterSkybox,
AfterTransparents,
// None is always the last value so we can easily check if the depth has already been copied in the current frame via comparison
@@ -1007,8 +1018,8 @@ private DepthCopySchedule CalculateDepthCopySchedule(RenderPassEvent earliestDep
if ((earliestDepthReadEvent < RenderPassEvent.AfterRenderingOpaques) || (m_CopyDepthMode == CopyDepthMode.ForcePrepass))
{
- // The forward path never needs to copy depth this early in the frame since its prepass writes directly into the depth texture.
- Debug.Assert(renderingModeActual == RenderingMode.Deferred);
+ // The forward path never needs to copy depth this early in the frame unless we're using depth priming.
+ Debug.Assert((renderingModeActual == RenderingMode.Deferred) || useDepthPriming);
if (hasFullPrepass)
{
@@ -1027,7 +1038,10 @@ private DepthCopySchedule CalculateDepthCopySchedule(RenderPassEvent earliestDep
}
else if ((earliestDepthReadEvent < RenderPassEvent.AfterRenderingTransparents) || (m_CopyDepthMode == CopyDepthMode.AfterOpaques))
{
- schedule = DepthCopySchedule.AfterOpaques;
+ if (earliestDepthReadEvent < RenderPassEvent.AfterRenderingSkybox)
+ schedule = DepthCopySchedule.AfterOpaques;
+ else
+ schedule = DepthCopySchedule.AfterSkybox;
}
else if ((earliestDepthReadEvent < RenderPassEvent.BeforeRenderingPostProcessing) || (m_CopyDepthMode == CopyDepthMode.AfterTransparents))
{
@@ -1050,27 +1064,29 @@ private struct TextureCopySchedules
internal ColorCopySchedule color;
}
- private TextureCopySchedules CalculateTextureCopySchedules(UniversalCameraData cameraData, RenderPassInputSummary renderPassInputs, bool isDeferred, bool requiresDepthPrepass)
+ private TextureCopySchedules CalculateTextureCopySchedules(UniversalCameraData cameraData, RenderPassInputSummary renderPassInputs, bool isDeferred, bool requiresDepthPrepass, bool hasFullPrepass)
{
// If Camera's PostProcessing is enabled and if there any enabled PostProcessing requires depth texture as shader read resource (Motion Blur/DoF)
bool cameraHasPostProcessingWithDepth = CameraHasPostProcessingWithDepth(cameraData);
- bool hasFullPrepass = requiresDepthPrepass && !AllowPartialDepthNormalsPrepass(isDeferred, renderPassInputs.requiresDepthNormalAtEvent);
-
// Determine if we read the contents of the depth texture at some point in the frame
bool depthTextureUsed = (cameraData.requiresDepthTexture || cameraHasPostProcessingWithDepth || renderPassInputs.requiresDepthTexture) ||
DebugHandlerRequireDepthPass(frameData.Get());
- // In forward, the depth prepass writes directly to the depth texture so no copy is needed.
- // In deferred, the depth prepass writes to the depth attachment so a copy must happen later in the frame if depth reads are required.
- bool depthTextureRequiresCopy = (isDeferred || !requiresDepthPrepass);
+ // Assume the depth texture is unused and no copy is needed until we determine otherwise
+ DepthCopySchedule depth = DepthCopySchedule.None;
- // We must schedule an explicit copy depth pass when the depth texture is read during the frame, and not populated directly by an earlier pass.
- bool requiresDepthCopyPass = depthTextureUsed && depthTextureRequiresCopy;
+ // If the depth texture is read during the frame, determine when the copy should occur
+ if (depthTextureUsed)
+ {
+ // In forward, the depth prepass typically writes directly to the depth texture so no copy is needed. However, when depth priming is enabled,
+ // the prepass targets the depth attachment instead, so we still have to perform a depth copy to populate the depth texture.
+ // In deferred, the depth prepass writes to the depth attachment so a copy must happen later in the frame.
+ bool depthTextureRequiresCopy = (isDeferred || (!requiresDepthPrepass || useDepthPriming));
- // Schedule a depth copy pass if required
- DepthCopySchedule depth = requiresDepthCopyPass ? CalculateDepthCopySchedule(renderPassInputs.requiresDepthTextureEarliestEvent, hasFullPrepass)
- : DepthCopySchedule.None;
+ depth = depthTextureRequiresCopy ? CalculateDepthCopySchedule(renderPassInputs.requiresDepthTextureEarliestEvent, hasFullPrepass)
+ : DepthCopySchedule.DuringPrepass;
+ }
bool requiresColorCopyPass = cameraData.requiresOpaqueTexture || renderPassInputs.requiresColorTexture;
requiresColorCopyPass &= !cameraData.isPreviewCamera;
@@ -1087,6 +1103,24 @@ private TextureCopySchedules CalculateTextureCopySchedules(UniversalCameraData c
return schedules;
}
+ private void CopyDepthToDepthTexture(RenderGraph renderGraph, UniversalResourceData resourceData)
+ {
+ m_CopyDepthPass.Render(renderGraph, frameData, resourceData.cameraDepthTexture, resourceData.activeDepthTexture, true);
+ }
+
+ private void RenderMotionVectors(RenderGraph renderGraph, UniversalResourceData resourceData)
+ {
+ m_MotionVectorPass.Render(renderGraph, frameData, resourceData.cameraDepthTexture, resourceData.motionVectorColor, resourceData.motionVectorDepth);
+ }
+
+ private void ExecuteScheduledDepthCopyWithMotion(RenderGraph renderGraph, UniversalResourceData resourceData, bool renderMotionVectors)
+ {
+ CopyDepthToDepthTexture(renderGraph, resourceData);
+
+ if (renderMotionVectors)
+ RenderMotionVectors(renderGraph, resourceData);
+ }
+
private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext context)
{
UniversalResourceData resourceData = frameData.Get();
@@ -1110,17 +1144,22 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co
renderPassInputs.requiresNormalsTexture = true;
#if UNITY_EDITOR
- if (ProbeReferenceVolume.instance.IsProbeSamplingDebugEnabled())
+ if (ProbeReferenceVolume.instance.IsProbeSamplingDebugEnabled() && cameraData.isSceneViewCamera)
renderPassInputs.requiresNormalsTexture = true;
#endif
bool isDeferred = this.renderingModeActual == RenderingMode.Deferred;
bool requiresDepthPrepass = RequireDepthPrepass(cameraData, ref renderPassInputs);
+ bool isDepthOnlyPrepass = requiresDepthPrepass && !renderPassInputs.requiresNormalsTexture;
+ bool isDepthNormalPrepass = requiresDepthPrepass && renderPassInputs.requiresNormalsTexture;
- TextureCopySchedules copySchedules = CalculateTextureCopySchedules(cameraData, renderPassInputs, isDeferred, requiresDepthPrepass);
+ // The depth prepass is considered "full" (renders the entire scene, not a partial subset), when we either:
+ // - Have a depth only prepass (URP always renders the full scene in depth only mode)
+ // - Have a depth normals prepass that does not allow the partial prepass optimization
+ bool hasFullPrepass = isDepthOnlyPrepass || (isDepthNormalPrepass && !AllowPartialDepthNormalsPrepass(isDeferred, renderPassInputs.requiresDepthNormalAtEvent));
- bool requiredColorGradingLutPass = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated;
+ TextureCopySchedules copySchedules = CalculateTextureCopySchedules(cameraData, renderPassInputs, isDeferred, requiresDepthPrepass, hasFullPrepass);
bool needsOccluderUpdate = cameraData.useGPUOcclusionCulling;
@@ -1137,9 +1176,11 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co
if (requiresDepthPrepass)
{
- // TODO RENDERGRAPH: is this always a valid assumption for deferred rendering?
- TextureHandle depthTarget = (renderingModeActual == RenderingMode.Deferred) ? resourceData.activeDepthTexture : resourceData.cameraDepthTexture;
- depthTarget = (useDepthPriming && (cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth)) ? resourceData.activeDepthTexture : depthTarget;
+ // If we're in deferred mode, prepasses always render directly to the depth attachment rather than the camera depth texture.
+ // In non-deferred mode, we only render to the depth attachment directly when depth priming is enabled and we're starting with an empty depth buffer.
+ bool isDepthPrimingTarget = (useDepthPriming && (cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth));
+ bool renderToAttachment = (isDeferred || isDepthPrimingTarget);
+ TextureHandle depthTarget = renderToAttachment ? resourceData.activeDepthTexture : resourceData.cameraDepthTexture;
var passCount = needsOccluderUpdate ? 2 : 1;
for (int passIndex = 0; passIndex < passCount; ++passIndex)
@@ -1154,15 +1195,22 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co
batchLayerMask = occlusionTest.GetBatchLayerMask();
}
+ // The prepasses are executed multiple times when GRD occlusion is active.
+ // We only want to set global textures after all executions are complete.
bool isLastPass = (passIndex == (passCount - 1));
- if (renderPassInputs.requiresNormalsTexture)
- DepthNormalPrepassRender(renderGraph, renderPassInputs, depthTarget, batchLayerMask, isLastPass);
+
+ // When we render to the depth attachment, a copy must happen later to populate the camera depth texture and the copy will handle setting globals.
+ // If we're rendering to the camera depth texture, we can set the globals immediately.
+ bool setGlobalDepth = isLastPass && !renderToAttachment;
+
+ // There's no special copy logic for the camera normals texture, so we can set the global as long as we're not performing a partial prepass.
+ // In the case of a partial prepass, the global will be set later by the gbuffer pass once it completes the data in the texture.
+ bool setGlobalTextures = isLastPass && (!isDeferred || hasFullPrepass);
+
+ if (isDepthNormalPrepass)
+ DepthNormalPrepassRender(renderGraph, renderPassInputs, depthTarget, batchLayerMask, setGlobalDepth, setGlobalTextures);
else
- {
- m_DepthPrepass.Render(renderGraph, frameData, ref depthTarget, batchLayerMask);
- if (isLastPass && !useDepthPriming && depthTarget.IsValid())
- RenderGraphUtils.SetGlobalTexture(renderGraph, Shader.PropertyToID("_CameraDepthTexture"), depthTarget, "Set Global Depth Texture");
- }
+ m_DepthPrepass.Render(renderGraph, frameData, ref depthTarget, batchLayerMask, setGlobalDepth);
if (needsOccluderUpdate)
{
@@ -1176,27 +1224,16 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co
needsOccluderUpdate = false;
}
- // depth priming still needs to copy depth because the prepass doesn't target anymore CameraDepthTexture
- // TODO: this is unoptimal, investigate optimizations
- if (useDepthPriming)
- {
- TextureHandle depth = resourceData.cameraDepth;
- TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture;
- m_PrimedDepthCopyPass.Render(renderGraph, frameData, cameraDepthTexture, depth, true);
- }
-
+ // After the prepass completes, we should copy depth if necessary and also render motion vectors. (they're expected to be available whenever depth is)
+ // In the case where depth is rendered as part of the prepass and no copy is necessary, we still need to render motion vectors here to ensure they're available
+ // with depth before any user passes are executed.
if (copySchedules.depth == DepthCopySchedule.AfterPrepass)
- m_CopyDepthPass.Render(renderGraph, frameData, resourceData.cameraDepthTexture, resourceData.activeDepthTexture, true);
+ ExecuteScheduledDepthCopyWithMotion(renderGraph, resourceData, renderPassInputs.requiresMotionVectors);
+ else if ((copySchedules.depth == DepthCopySchedule.DuringPrepass) && renderPassInputs.requiresMotionVectors)
+ RenderMotionVectors(renderGraph, resourceData);
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.AfterRenderingPrePasses);
- if (requiredColorGradingLutPass)
- {
- TextureHandle internalColorLut;
- m_PostProcessPasses.colorGradingLutPass.Render(renderGraph, frameData, out internalColorLut);
- resourceData.internalColorLut = internalColorLut;
- }
-
#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.hasValidOcclusionMesh)
m_XROcclusionMeshPass.Render(renderGraph, frameData, resourceData.activeColorTexture, resourceData.activeDepthTexture);
@@ -1205,25 +1242,28 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co
if (isDeferred)
{
m_DeferredLights.Setup(m_AdditionalLightsShadowCasterPass);
- if (m_DeferredLights != null)
- {
- // We need to be sure there are no custom passes in between GBuffer/Deferred passes, if there are - we disable fb fetch just to be safe`
- m_DeferredLights.UseFramebufferFetch = renderGraph.nativeRenderPassesEnabled;
- m_DeferredLights.HasNormalPrepass = renderPassInputs.requiresNormalsTexture;
- m_DeferredLights.HasDepthPrepass = requiresDepthPrepass;
- m_DeferredLights.ResolveMixedLightingMode(lightData);
- m_DeferredLights.IsOverlay = cameraData.renderType == CameraRenderType.Overlay;
- }
+
+ // We need to be sure there are no custom passes in between GBuffer/Deferred passes, if there are - we disable fb fetch just to be safe`
+ m_DeferredLights.UseFramebufferFetch = renderGraph.nativeRenderPassesEnabled;
+ m_DeferredLights.HasNormalPrepass = isDepthNormalPrepass;
+ m_DeferredLights.HasDepthPrepass = requiresDepthPrepass;
+ m_DeferredLights.ResolveMixedLightingMode(lightData);
+ m_DeferredLights.IsOverlay = cameraData.renderType == CameraRenderType.Overlay;
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.BeforeRenderingGbuffer);
- m_GBufferPass.Render(renderGraph, frameData, resourceData.activeColorTexture, resourceData.activeDepthTexture);
+ // When we have a partial depth normals prepass, we must wait until the gbuffer pass to set global textures.
+ // In this case, the incoming global texture data is incomplete and the gbuffer pass is required to complete it.
+ bool setGlobalTextures = isDepthNormalPrepass && !hasFullPrepass;
+ m_GBufferPass.Render(renderGraph, frameData, resourceData.activeColorTexture, resourceData.activeDepthTexture, setGlobalTextures);
// In addition to regularly scheduled depth copies here, we also need to copy depth when native render passes aren't available.
// This is required because deferred lighting must read depth as a texture, but it must also bind depth as a depth write attachment at the same time.
// When native render passes are available, we write depth into an internal gbuffer slice and read via framebuffer fetch so a depth copy is no longer required.
- if (!renderGraph.nativeRenderPassesEnabled || (copySchedules.depth == DepthCopySchedule.AfterGBuffer))
- m_CopyDepthPass.Render(renderGraph, frameData, resourceData.cameraDepthTexture, resourceData.activeDepthTexture, true);
+ if (copySchedules.depth == DepthCopySchedule.AfterGBuffer)
+ ExecuteScheduledDepthCopyWithMotion(renderGraph, resourceData, renderPassInputs.requiresMotionVectors);
+ else if (!renderGraph.nativeRenderPassesEnabled)
+ CopyDepthToDepthTexture(renderGraph, resourceData);
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.AfterRenderingGbuffer, RenderPassEvent.BeforeRenderingDeferredLights);
@@ -1291,14 +1331,10 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co
}
if (copySchedules.depth == DepthCopySchedule.AfterOpaques)
- RecordCustomPassesWithDepthCopy(renderGraph, resourceData, renderPassInputs.requiresDepthTextureEarliestEvent, RenderPassEvent.AfterRenderingOpaques);
+ RecordCustomPassesWithDepthCopyAndMotion(renderGraph, resourceData, renderPassInputs.requiresDepthTextureEarliestEvent, RenderPassEvent.AfterRenderingOpaques, renderPassInputs.requiresMotionVectors);
else
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.AfterRenderingOpaques);
- // Depends on the camera (copy) depth texture. Depth is reprojected to calculate motion vectors.
- if (renderPassInputs.requiresMotionVectors && m_CopyDepthMode != CopyDepthMode.AfterTransparents)
- m_MotionVectorPass.Render(renderGraph, frameData, resourceData.cameraDepthTexture, resourceData.motionVectorColor, resourceData.motionVectorDepth);
-
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.BeforeRenderingSkybox);
if (cameraData.camera.clearFlags == CameraClearFlags.Skybox && cameraData.renderType != CameraRenderType.Overlay)
@@ -1306,13 +1342,12 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co
cameraData.camera.TryGetComponent(out Skybox cameraSkybox);
Material skyboxMaterial = cameraSkybox != null ? cameraSkybox.material : RenderSettings.skybox;
if (skyboxMaterial != null)
- {
- // The depth texture is only available in the skybox pass when it's populated earlier in the frame.
- bool isDepthTextureAvailable = copySchedules.depth < DepthCopySchedule.AfterTransparents;
- m_DrawSkyboxPass.Render(renderGraph, frameData, context, resourceData.activeColorTexture, resourceData.activeDepthTexture, skyboxMaterial, isDepthTextureAvailable);
- }
+ m_DrawSkyboxPass.Render(renderGraph, frameData, context, resourceData.activeColorTexture, resourceData.activeDepthTexture, skyboxMaterial);
}
+ if (copySchedules.depth == DepthCopySchedule.AfterSkybox)
+ ExecuteScheduledDepthCopyWithMotion(renderGraph, resourceData, renderPassInputs.requiresMotionVectors);
+
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.AfterRenderingSkybox);
if (copySchedules.color == ColorCopySchedule.AfterSkybox)
@@ -1350,17 +1385,10 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co
}
if (copySchedules.depth == DepthCopySchedule.AfterTransparents)
- RecordCustomPassesWithDepthCopy(renderGraph, resourceData, renderPassInputs.requiresDepthTextureEarliestEvent, RenderPassEvent.AfterRenderingTransparents);
+ RecordCustomPassesWithDepthCopyAndMotion(renderGraph, resourceData, renderPassInputs.requiresDepthTextureEarliestEvent, RenderPassEvent.AfterRenderingTransparents, renderPassInputs.requiresMotionVectors);
else
RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.AfterRenderingTransparents);
- // TODO: Postprocess pass should be able configure its render pass inputs per camera per frame (settings) BEFORE building any of the graph
- // TODO: Alternatively we could always build the graph (a potential graph) and cull away unused passes if "record + cull" is fast enough.
- // TODO: Currently we just override "requiresMotionVectors" for TAA in GetRenderPassInputs()
- // Depends on camera (copy) depth texture
- if (renderPassInputs.requiresMotionVectors && m_CopyDepthMode == CopyDepthMode.AfterTransparents)
- m_MotionVectorPass.Render(renderGraph, frameData, resourceData.cameraDepthTexture, resourceData.motionVectorColor, resourceData.motionVectorDepth);
-
if (context.HasInvokeOnRenderObjectCallbacks())
m_OnRenderObjectCallbackPass.Render(renderGraph, resourceData.activeColorTexture, resourceData.activeDepthTexture);
@@ -1380,7 +1408,7 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co
if (shouldRenderUI && outputToHDR)
{
TextureHandle overlayUI;
- m_DrawOffscreenUIPass.RenderOffscreen(renderGraph, frameData, k_DepthStencilFormat, out overlayUI);
+ m_DrawOffscreenUIPass.RenderOffscreen(renderGraph, frameData, cameraDepthAttachmentFormat, out overlayUI);
resourceData.overlayUITexture = overlayUI;
}
}
@@ -1438,7 +1466,7 @@ private void OnAfterRendering(RenderGraph renderGraph)
resourceData.debugScreenColor = CreateRenderGraphTexture(renderGraph, colorDesc, "_DebugScreenColor", false);
RenderTextureDescriptor depthDesc = cameraData.cameraTargetDescriptor;
- DebugHandler.ConfigureDepthDescriptorForDebugScreen(ref depthDesc, k_DepthStencilFormat, cameraData.pixelWidth, cameraData.pixelHeight);
+ DebugHandler.ConfigureDepthDescriptorForDebugScreen(ref depthDesc, cameraDepthAttachmentFormat, cameraData.pixelWidth, cameraData.pixelHeight);
resourceData.debugScreenDepth = CreateRenderGraphTexture(renderGraph, depthDesc, "_DebugScreenDepth", false);
}
@@ -1605,7 +1633,8 @@ private void OnAfterRendering(RenderGraph renderGraph)
{
TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture;
m_FinalDepthCopyPass.MssaSamples = 0;
- m_FinalDepthCopyPass.Render(renderGraph, frameData, resourceData.activeDepthTexture, cameraDepthTexture, false);
+ m_FinalDepthCopyPass.CopyToBackbuffer = cameraData.isGameCamera;
+ m_FinalDepthCopyPass.Render(renderGraph, frameData, resourceData.activeDepthTexture, cameraDepthTexture, false, "Final Depth Copy");
}
#endif
if (cameraData.isSceneViewCamera)
@@ -1636,17 +1665,7 @@ bool RequireDepthPrepass(UniversalCameraData cameraData, ref RenderPassInputSumm
requiresDepthPrepass |= isGizmosEnabled;
requiresDepthPrepass |= cameraData.isPreviewCamera;
requiresDepthPrepass |= renderPassInputs.requiresDepthPrepass;
- requiresDepthPrepass |= renderPassInputs.requiresNormalsTexture;
-
- // Current aim of depth prepass is to generate a copy of depth buffer, it is NOT to prime depth buffer and reduce overdraw on non-mobile platforms.
- // When deferred renderer is enabled, depth buffer is already accessible so depth prepass is not needed.
- // The only exception is for generating depth-normal textures: SSAO pass needs it and it must run before forward-only geometry.
- // DepthNormal prepass will render:
- // - forward-only geometry when deferred renderer is enabled
- // - all geometry when forward renderer is enabled
- if (requiresDepthPrepass && this.renderingModeActual == RenderingMode.Deferred && !renderPassInputs.requiresNormalsTexture)
- requiresDepthPrepass = false;
-
+ requiresDepthPrepass |= renderPassInputs.requiresNormalsTexture; // This must be checked explicitly because some features inject normal requirements later in the frame
requiresDepthPrepass |= depthPrimingEnabled;
return requiresDepthPrepass;
}
@@ -1662,7 +1681,7 @@ bool RequireDepthTexture(UniversalCameraData cameraData, bool requiresDepthPrepa
// Deferred renderer always need to access depth buffer.
createDepthTexture |= (renderingModeActual == RenderingMode.Deferred && !useRenderPassEnabled);
// Some render cases (e.g. Material previews) have shown we need to create a depth texture when we're forcing a prepass.
- createDepthTexture |= depthPrimingEnabled;
+ createDepthTexture |= depthPrimingEnabled || cameraData.isPreviewCamera;
// TODO: seems like with mrt depth is not taken from first target. Investigate if this is needed
createDepthTexture |= m_RenderingLayerProvidesRenderObjectPass;
@@ -1689,14 +1708,12 @@ void CreateCameraDepthCopyTexture(RenderGraph renderGraph, RenderTextureDescript
if (isDepthTexture)
{
depthDescriptor.graphicsFormat = GraphicsFormat.None;
- depthDescriptor.depthStencilFormat = k_DepthStencilFormat;
- depthDescriptor.depthBufferBits = k_DepthBufferBits;
+ depthDescriptor.depthStencilFormat = cameraDepthTextureFormat;
}
else
{
depthDescriptor.graphicsFormat = GraphicsFormat.R32_SFloat;
depthDescriptor.depthStencilFormat = GraphicsFormat.None;
- depthDescriptor.depthBufferBits = 0;
}
resourceData.cameraDepthTexture = CreateRenderGraphTexture(renderGraph, depthDescriptor, "_CameraDepthTexture", true);
@@ -1770,7 +1787,7 @@ void CreateAfterPostProcessTexture(RenderGraph renderGraph, RenderTextureDescrip
resourceData.afterPostProcessColor = CreateRenderGraphTexture(renderGraph, desc, "_AfterPostProcessTexture", true);
}
- void DepthNormalPrepassRender(RenderGraph renderGraph, RenderPassInputSummary renderPassInputs, TextureHandle depthTarget, uint batchLayerMask, bool postSetGlobalTextures)
+ void DepthNormalPrepassRender(RenderGraph renderGraph, RenderPassInputSummary renderPassInputs, TextureHandle depthTarget, uint batchLayerMask, bool setGlobalDepth, bool setGlobalTextures)
{
UniversalResourceData resourceData = frameData.Get();
@@ -1797,7 +1814,7 @@ void DepthNormalPrepassRender(RenderGraph renderGraph, RenderPassInputSummary re
TextureHandle normalsTexture = resourceData.cameraNormalsTexture;
TextureHandle renderingLayersTexture = resourceData.renderingLayersTexture;
- m_DepthNormalPrepass.Render(renderGraph, frameData, normalsTexture, depthTarget, renderingLayersTexture, batchLayerMask, postSetGlobalTextures);
+ m_DepthNormalPrepass.Render(renderGraph, frameData, normalsTexture, depthTarget, renderingLayersTexture, batchLayerMask, setGlobalDepth, setGlobalTextures);
if (m_RequiresRenderingLayer)
SetRenderingLayersGlobalTextures(renderGraph);
diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXDefines.hlsl b/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXDefines.hlsl
index fcd8386eb1f..5282940ea3e 100644
--- a/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXDefines.hlsl
+++ b/Packages/com.unity.render-pipelines.universal/Runtime/VFXGraph/Shaders/VFXDefines.hlsl
@@ -39,3 +39,7 @@
#else
#define CULL_VERTEX(o) { o.VFX_VARYING_POSCS.x = VFX_NAN; return o; }
#endif
+
+#if HAS_STRIPS
+#define HAS_STRIPS_DATA 1
+#endif
diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebugViewEnums.cs b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebugViewEnums.cs
index b5b54755980..2a3e0f85c76 100644
--- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebugViewEnums.cs
+++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebugViewEnums.cs
@@ -34,6 +34,8 @@ public enum DebugMaterialMode
Metallic,
/// Display material sprite mask.
SpriteMask,
+ /// Display rendering layer masks.
+ RenderingLayerMasks,
}
///
diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebugViewEnums.cs.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebugViewEnums.cs.hlsl
index 34bb6464235..9f37d25c6fc 100644
--- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebugViewEnums.cs.hlsl
+++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebugViewEnums.cs.hlsl
@@ -53,6 +53,7 @@
#define DEBUGMATERIALMODE_LIGHTING_COMPLEXITY (9)
#define DEBUGMATERIALMODE_METALLIC (10)
#define DEBUGMATERIALMODE_SPRITE_MASK (11)
+#define DEBUGMATERIALMODE_RENDERING_LAYER_MASKS (12)
//
// UnityEngine.Rendering.Universal.DebugMaterialValidationMode: static fields
diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl
index 39c84eed570..e3d6621f069 100644
--- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl
+++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl
@@ -8,8 +8,9 @@
#if defined(DEBUG_DISPLAY)
-#define SETUP_DEBUG_TEXTURE_DATA_2D(inputData, positionWS, positionCS, texture) SetupDebugDataTexture(inputData, positionWS, positionCS, texture##_TexelSize, texture##_MipInfo, texture##_StreamInfo, GetMipCount(TEXTURE2D_ARGS(texture, sampler##texture)))
-#define SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS) SetupDebugData(inputData, positionWS, positionCS)
+#define SETUP_DEBUG_TEXTURE_DATA_2D_NO_TS(inputData, positionWS, positionCS, texture) SetupDebugDataTexture(inputData, positionWS, positionCS, float4(0.1, 0.1, 1.0, 1.0), texture##_MipInfo, texture##_StreamInfo, GetMipCount(TEXTURE2D_ARGS(texture, sampler##texture)))
+#define SETUP_DEBUG_TEXTURE_DATA_2D(inputData, positionWS, positionCS, texture) SetupDebugDataTexture(inputData, positionWS, positionCS, texture##_TexelSize, texture##_MipInfo, texture##_StreamInfo, GetMipCount(TEXTURE2D_ARGS(texture, sampler##texture)))
+#define SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS) SetupDebugData(inputData, positionWS, positionCS)
void SetupDebugData(inout InputData2D inputData, float3 positionWS, float4 positionCS)
{
@@ -150,6 +151,7 @@ bool CanDebugOverrideOutputColor(inout SurfaceData2D surfaceData, inout InputDat
#else
+#define SETUP_DEBUG_TEXTURE_DATA_2D_NO_TS(inputData, positionWS, positionCS, texture)
#define SETUP_DEBUG_TEXTURE_DATA_2D(inputData, positionWS, positionCS, texture)
#define SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS)
diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl
index 978b854924a..ba4d53899a9 100644
--- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl
+++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl
@@ -131,6 +131,27 @@ bool CalculateValidationColorForDebug(in InputData inputData, in SurfaceData sur
}
}
+float3 GetRenderingLayerMasksDebugColor(float4 positionCS, float3 normalWS)
+{
+ uint stripeSize = 8;
+ int renderingLayers = GetMeshRenderingLayer() & _DebugRenderingLayerMask;
+ uint layerId = 0, layerCount = countbits(renderingLayers);
+ float4 debugColor = float4(1, 1, 1, 1);
+ for (uint i = 0; (i < 32) && (layerId < layerCount); i++)
+ {
+ if (renderingLayers & (1U << i))
+ {
+ uint t = (positionCS.y / stripeSize) % layerCount;
+ if (t == layerId)
+ debugColor.rgb = _DebugRenderingLayerMaskColors[i].rgb;
+ layerId++;
+ }
+ }
+ float shading = saturate(dot(normalWS, TransformViewToWorldDir(float3(0.0f, 0.0f, 1.0f), true)));
+ shading = Remap(0.0f, 1.0f, 0.6, 1.0f, shading);
+ return shading * debugColor.xyz;
+}
+
bool CalculateColorForDebugMaterial(in InputData inputData, in SurfaceData surfaceData, inout half4 debugColor)
{
// Debug materials...
@@ -175,6 +196,10 @@ bool CalculateColorForDebugMaterial(in InputData inputData, in SurfaceData surfa
debugColor = half4(surfaceData.metallic.rrr, 1);
return true;
+ case DEBUGMATERIALMODE_RENDERING_LAYER_MASKS:
+ debugColor.xyz = GetRenderingLayerMasksDebugColor(inputData.positionCS, inputData.normalWS).xyz;
+ return true;
+
default:
return TryGetDebugColorInvalidMode(debugColor);
}
diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingCommon.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingCommon.hlsl
index d4452fb653b..76f06d43d5a 100644
--- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingCommon.hlsl
+++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingCommon.hlsl
@@ -36,6 +36,12 @@ half _DebugValidateAlbedoSaturationTolerance = 0.214;
half _DebugValidateAlbedoHueTolerance = 0.104;
half3 _DebugValidateAlbedoCompareColor = half3(0.5, 0.5, 0.5);
+uint _DebugRenderingLayerMask = 0;
+
+CBUFFER_START(_DebugDisplayConstant)
+float4 _DebugRenderingLayerMaskColors [32];
+CBUFFER_END
+
half _DebugValidateMetallicMinValue = 0;
half _DebugValidateMetallicMaxValue = 0.9;
diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl
index 17b986aa64b..338886a6d66 100644
--- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl
+++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl
@@ -106,7 +106,16 @@ CBUFFER_END
#endif
#endif
-float4 _ShadowBias; // x: depth bias, y: normal bias
+// x: depth bias,
+// y: normal bias,
+// z: light type (Spot = 0, Directional = 1, Point = 2, Area/Rectangle = 3, Disc = 4, Pyramid = 5, Box = 6, Tube = 7)
+// w: unused
+float4 _ShadowBias;
+
+half IsPointLight()
+{
+ return _ShadowBias.z > 1.0 && _ShadowBias.z <= 2.0 ? 1 : 0;
+}
#define BEYOND_SHADOW_FAR(shadowCoord) shadowCoord.z <= 0.0 || shadowCoord.z >= 1.0
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Point.shader b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Point.shader
deleted file mode 100644
index 1d886dde282..00000000000
--- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Point.shader
+++ /dev/null
@@ -1,147 +0,0 @@
-Shader "Hidden/Light2D-Point"
-{
- Properties
- {
- [HideInInspector] _SrcBlend("__src", Float) = 1.0
- [HideInInspector] _DstBlend("__dst", Float) = 0.0
- [Enum(UnityEngine.Rendering.CompareFunction)] _HandleZTest ("_HandleZTest", Int) = 4
- }
-
- SubShader
- {
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
-
- Pass
- {
- Blend [_SrcBlend][_DstBlend]
- ZWrite Off
- ZTest [_HandleZTest]
- Cull Off
-
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_local USE_POINT_LIGHT_COOKIES __
- #pragma multi_compile_local LIGHT_QUALITY_FAST __
- #pragma multi_compile_local USE_NORMAL_MAP __
- #pragma multi_compile_local USE_ADDITIVE_BLENDING __
- #pragma multi_compile_local USE_VOLUMETRIC __
- #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
- #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
- #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
- #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
-
- struct Attributes
- {
- float3 positionOS : POSITION;
- float4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- half2 uv : TEXCOORD0;
- half2 lookupUV : TEXCOORD1; // This is used for light relative direction
-
- NORMALS_LIGHTING_COORDS(TEXCOORD2, TEXCOORD3)
- SHADOW_COORDS(TEXCOORD4)
- LIGHT_OFFSET(TEXCOORD5)
- };
-
- UNITY_LIGHT2D_DATA
-
-#if USE_POINT_LIGHT_COOKIES
- TEXTURE2D(_PointLightCookieTex);
- SAMPLER(sampler_PointLightCookieTex);
-#endif
-
- TEXTURE2D(_FalloffLookup);
- SAMPLER(sampler_FalloffLookup);
-
- TEXTURE2D(_LightLookup);
- SAMPLER(sampler_LightLookup);
- half4 _LightLookup_TexelSize;
-
- NORMALS_LIGHTING_VARIABLES
- SHADOW_VARIABLES
-
- half _IsFullSpotlight;
- half _InverseHDREmulationScale;
-
- Varyings vert(Attributes a)
- {
- Varyings output = (Varyings)0;
- output.positionCS = TransformObjectToHClip(a.positionOS);
- output.uv = a.texcoord;
- output.lightOffset = a.color;
-
-#if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA
- PerLight2D light = GetPerLight2D(output.lightOffset);
-#endif
-
- float4 worldSpacePos;
- worldSpacePos.xyz = TransformObjectToWorld(a.positionOS);
- worldSpacePos.w = 1;
-
- float4 lightSpacePos = mul(_L2D_INVMATRIX, worldSpacePos);
- float halfTexelOffset = 0.5 * _LightLookup_TexelSize.x;
- output.lookupUV = 0.5 * (lightSpacePos.xy + 1) + halfTexelOffset;
-
- TRANSFER_NORMALS_LIGHTING(output, worldSpacePos, _L2D_POSITION.xyz, _L2D_POSITION.w)
- TRANSFER_SHADOWS(output)
-
- return output;
- }
-
- FragmentOutput frag(Varyings i)
- {
-
-#if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA
- PerLight2D light = GetPerLight2D(i.lightOffset);
-#endif
-
- half4 lookupValue = SAMPLE_TEXTURE2D(_LightLookup, sampler_LightLookup, i.lookupUV); // r = distance, g = angle, b = x direction, a = y direction
-
- // Inner Radius
- half attenuation = saturate(_L2D_INNER_RADIUS_MULT * lookupValue.r); // This is the code to take care of our inner radius
-
- // Spotlight
- half isFullSpotlight = _L2D_INNER_ANGLE == 1.0f;
- half spotAttenuation = saturate((_L2D_OUTER_ANGLE - lookupValue.g + _IsFullSpotlight) * (1.0f / (_L2D_OUTER_ANGLE - _L2D_INNER_ANGLE)));
- attenuation = attenuation * spotAttenuation;
-
- half2 mappedUV;
- mappedUV.x = attenuation;
- mappedUV.y = _L2D_FALLOFF_INTENSITY;
- attenuation = SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, mappedUV).r;
-
-#if USE_POINT_LIGHT_COOKIES
- half4 cookieColor = SAMPLE_TEXTURE2D(_PointLightCookieTex, sampler_PointLightCookieTex, i.lookupUV);
- half4 lightColor = cookieColor * _L2D_COLOR;
-#else
- half4 lightColor = _L2D_COLOR;
-#endif
-
-#if USE_ADDITIVE_BLENDING || USE_VOLUMETRIC
- lightColor *= attenuation;
-#else
- lightColor.a = attenuation;
-#endif
-
- APPLY_NORMALS_LIGHTING(i, lightColor, _L2D_POSITION.xyz, _L2D_POSITION.w);
- APPLY_SHADOWS(i, lightColor, _L2D_SHADOW_INTENSITY);
-
-#if USE_VOLUMETRIC
- lightColor *= _L2D_VOLUME_OPACITY;
-#endif
-
- return ToFragmentOutput(lightColor * _InverseHDREmulationScale);
- }
- ENDHLSL
- }
- }
-}
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Point.shader.meta b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Point.shader.meta
deleted file mode 100644
index d7861553c45..00000000000
--- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Point.shader.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: e35a31e1679aeff489e202f5cc4853d5
-ShaderImporter:
- externalObjects: {}
- defaultTextures: []
- nonModifiableTextures: []
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Shape.shader b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Shape.shader
deleted file mode 100644
index 15713b9866a..00000000000
--- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Shape.shader
+++ /dev/null
@@ -1,136 +0,0 @@
-Shader "Hidden/Light2D-Shape"
-{
- Properties
- {
- [HideInInspector] _SrcBlend("__src", Float) = 1.0
- [HideInInspector] _DstBlend("__dst", Float) = 0.0
- [Enum(UnityEngine.Rendering.CompareFunction)] _HandleZTest ("_HandleZTest", Int) = 4
- }
-
- SubShader
- {
- Tags { "Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" }
-
- Pass
- {
- Blend [_SrcBlend][_DstBlend]
- ZWrite Off
- ZTest [_HandleZTest]
- Cull Off
-
- HLSLPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_local USE_NORMAL_MAP __
- #pragma multi_compile_local LIGHT_QUALITY_FAST __
- #pragma multi_compile_local USE_ADDITIVE_BLENDING __
- #pragma multi_compile_local USE_VOLUMETRIC __
- #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __
- #pragma multi_compile USE_SHAPE_LIGHT_TYPE_1 __
- #pragma multi_compile USE_SHAPE_LIGHT_TYPE_2 __
- #pragma multi_compile USE_SHAPE_LIGHT_TYPE_3 __
-
-
- #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
- #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
-
- struct Attributes
- {
- float3 positionOS : POSITION;
- float4 color : COLOR;
- float2 uv : TEXCOORD0;
- };
-
- struct Varyings
- {
- float4 positionCS : SV_POSITION;
- half4 color : COLOR;
- half2 uv : TEXCOORD0;
-
- SHADOW_COORDS(TEXCOORD1)
- NORMALS_LIGHTING_COORDS(TEXCOORD2, TEXCOORD3)
- LIGHT_OFFSET(TEXCOORD4)
- };
-
- UNITY_LIGHT2D_DATA
-
- half _InverseHDREmulationScale;
-
- TEXTURE2D(_CookieTex); // This can either be a sprite texture uv or a falloff texture
- SAMPLER(sampler_CookieTex);
-
- TEXTURE2D(_FalloffLookup);
- SAMPLER(sampler_FalloffLookup);
-
- NORMALS_LIGHTING_VARIABLES
- SHADOW_VARIABLES
-
- Varyings vert(Attributes a)
- {
- Varyings o = (Varyings)0;
- o.lightOffset = a.color;
-
-#if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA
- PerLight2D light = GetPerLight2D(o.lightOffset);
-#endif
-
- float3 positionOS = a.positionOS;
-
- positionOS.x = positionOS.x + _L2D_FALLOFF_DISTANCE * a.color.r;
- positionOS.y = positionOS.y + _L2D_FALLOFF_DISTANCE * a.color.g;
-
- o.positionCS = TransformObjectToHClip(positionOS);
- o.color = _L2D_COLOR * _InverseHDREmulationScale;
- o.color.a = a.color.a;
-#if USE_VOLUMETRIC
- o.color.a = _L2D_COLOR.a * _L2D_VOLUME_OPACITY;
-#endif
-
- // If Sprite use UV.
- o.uv = (_L2D_LIGHT_TYPE == 2) ? a.uv : float2(a.color.a, _L2D_FALLOFF_INTENSITY);
-
- float4 worldSpacePos;
- worldSpacePos.xyz = TransformObjectToWorld(positionOS);
- worldSpacePos.w = 1;
- TRANSFER_NORMALS_LIGHTING(o, worldSpacePos, _L2D_POSITION.xyz, _L2D_POSITION.w)
- TRANSFER_SHADOWS(o)
-
- return o;
- }
-
- FragmentOutput frag(Varyings i) : SV_Target
- {
-#if USE_STRUCTURED_BUFFER_FOR_LIGHT2D_DATA
- PerLight2D light = GetPerLight2D(i.lightOffset);
-#endif
-
- half4 lightColor = i.color;
-
- if (_L2D_LIGHT_TYPE == 2)
- {
- half4 cookie = SAMPLE_TEXTURE2D(_CookieTex, sampler_CookieTex, i.uv);
-#if USE_ADDITIVE_BLENDING
- lightColor *= cookie * cookie.a;
-#else
- lightColor *= cookie;
-#endif
- }
- else
- {
-#if USE_ADDITIVE_BLENDING
- lightColor *= SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
-#elif USE_VOLUMETRIC
- lightColor.a = i.color.a * SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
-#else
- lightColor.a = SAMPLE_TEXTURE2D(_FalloffLookup, sampler_FalloffLookup, i.uv).r;
-#endif
- }
-
- APPLY_NORMALS_LIGHTING(i, lightColor, _L2D_POSITION.xyz, _L2D_POSITION.w);
- APPLY_SHADOWS(i, lightColor, _L2D_SHADOW_INTENSITY);
- return ToFragmentOutput(lightColor);
- }
- ENDHLSL
- }
- }
-}
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Shape.shader.meta b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Shape.shader.meta
deleted file mode 100644
index ab340501148..00000000000
--- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D-Shape.shader.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: d79e1c784eaf80c4585c0be7391f757a
-ShaderImporter:
- externalObjects: {}
- defaultTextures: []
- nonModifiableTextures: []
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D.shader b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D.shader
index bca2ce7b58c..1dacff8dafe 100644
--- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D.shader
+++ b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Light2D.shader
@@ -4,7 +4,6 @@ Shader "Hidden/Light2D"
{
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
- [Enum(UnityEngine.Rendering.CompareFunction)] _HandleZTest("_HandleZTest", Int) = 0
}
SubShader
@@ -15,7 +14,7 @@ Shader "Hidden/Light2D"
{
Blend [_SrcBlend][_DstBlend]
ZWrite Off
- ZTest [_HandleZTest]
+ ZTest Off
Cull Off
HLSLPROGRAM
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Lit-Default.shader b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Lit-Default.shader
index 4374894c2d6..970bac7efb8 100644
--- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Lit-Default.shader
+++ b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Lit-Default.shader
@@ -64,7 +64,6 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
- float4 _MainTex_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_MainTex);
TEXTURE2D(_MaskTex);
@@ -72,8 +71,6 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START(UnityPerMaterial)
- half4 _MainTex_ST;
- half4 _NormalMap_ST; // Is this the right way to do this?
half4 _Color;
CBUFFER_END
@@ -105,7 +102,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
#if defined(DEBUG_DISPLAY)
o.positionWS = TransformObjectToWorld(v.positionOS);
#endif
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ o.uv = v.uv;
o.lightingUV = half2(ComputeScreenPos(o.positionCS / o.positionCS.w).xy);
o.color = v.color * _Color * unity_SpriteColor;
@@ -124,7 +121,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
InitializeSurfaceData(main.rgb, main.a, mask, surfaceData);
InitializeInputData(i.uv, i.lightingUV, inputData);
- SETUP_DEBUG_TEXTURE_DATA_2D(inputData, i.positionWS, i.positionCS, _MainTex);
+ SETUP_DEBUG_TEXTURE_DATA_2D_NO_TS(inputData, i.positionWS, i.positionCS, _MainTex);
return CombinedShapeLightShared(surfaceData, inputData);
}
@@ -174,8 +171,6 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START( UnityPerMaterial )
- half4 _MainTex_ST;
- half4 _NormalMap_ST; // Is this the right way to do this?
half4 _Color;
CBUFFER_END
@@ -188,7 +183,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
attributes.positionOS = UnityFlipSprite(attributes.positionOS, unity_SpriteProps.xy);
o.positionCS = TransformObjectToHClip(attributes.positionOS);
- o.uv = TRANSFORM_TEX(attributes.uv, _NormalMap);
+ o.uv = attributes.uv;
o.color = attributes.color;
o.normalWS = -GetViewForwardDir();
o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz);
@@ -247,13 +242,10 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
- float4 _MainTex_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_MainTex);
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START( UnityPerMaterial )
- half4 _MainTex_ST;
- half4 _NormalMap_ST; // Is this the right way to do this?
half4 _Color;
CBUFFER_END
@@ -269,7 +261,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
#if defined(DEBUG_DISPLAY)
o.positionWS = TransformObjectToWorld(attributes.positionOS);
#endif
- o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
+ o.uv = attributes.uv;
o.color = attributes.color * _Color * unity_SpriteColor;
return o;
}
@@ -285,7 +277,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default"
InitializeSurfaceData(mainTex.rgb, mainTex.a, surfaceData);
InitializeInputData(i.uv, inputData);
- SETUP_DEBUG_TEXTURE_DATA_2D(inputData, i.positionWS, i.positionCS, _MainTex);
+ SETUP_DEBUG_TEXTURE_DATA_2D_NO_TS(inputData, i.positionWS, i.positionCS, _MainTex);
if(CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader
index 856b135a5a8..ae87a2594a4 100644
--- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader
+++ b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Sprite-Unlit-Default.shader
@@ -61,12 +61,10 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
- float4 _MainTex_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_MainTex);
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START(UnityPerMaterial)
- half4 _MainTex_ST;
half4 _Color;
CBUFFER_END
@@ -82,7 +80,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default"
#if defined(DEBUG_DISPLAY)
o.positionWS = TransformObjectToWorld(v.positionOS);
#endif
- o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+ o.uv = v.uv;
o.color = v.color * _Color * unity_SpriteColor;
return o;
}
@@ -98,7 +96,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default"
InitializeSurfaceData(mainTex.rgb, mainTex.a, surfaceData);
InitializeInputData(i.uv, inputData);
- SETUP_DEBUG_TEXTURE_DATA_2D(inputData, i.positionWS, i.positionCS, _MainTex);
+ SETUP_DEBUG_TEXTURE_DATA_2D_NO_TS(inputData, i.positionWS, i.positionCS, _MainTex);
if(CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
@@ -152,12 +150,10 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default"
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
- float4 _MainTex_TexelSize;
UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_MainTex);
// NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts.
CBUFFER_START( UnityPerMaterial )
- half4 _MainTex_ST;
half4 _Color;
CBUFFER_END
@@ -166,14 +162,14 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default"
Varyings o = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(attributes);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
- UNITY_SKINNED_VERTEX_COMPUTE(v);
+ UNITY_SKINNED_VERTEX_COMPUTE(attributes);
attributes.positionOS = UnityFlipSprite(attributes.positionOS, unity_SpriteProps.xy);
o.positionCS = TransformObjectToHClip(attributes.positionOS);
#if defined(DEBUG_DISPLAY)
o.positionWS = TransformObjectToWorld(attributes.positionOS);
#endif
- o.uv = TRANSFORM_TEX(attributes.uv, _MainTex);
+ o.uv = attributes.uv;
o.color = attributes.color * _Color * unity_SpriteColor;
return o;
}
@@ -189,7 +185,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default"
InitializeSurfaceData(mainTex.rgb, mainTex.a, surfaceData);
InitializeInputData(i.uv, inputData);
- SETUP_DEBUG_TEXTURE_DATA_2D(inputData, i.positionWS, i.positionCS, _MainTex);
+ SETUP_DEBUG_TEXTURE_DATA_2D_NO_TS(inputData, i.positionWS, i.positionCS, _MainTex);
if(CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader
index d4a86234e09..d58791e6cec 100644
--- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader
+++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7.shader
@@ -44,7 +44,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree7"
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
- #pragma multi_compile_vertex LOD_FADE_PERCENTAGE
+ #pragma multi_compile LOD_FADE_PERCENTAGE
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _LIGHT_LAYERS
@@ -150,7 +150,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree7"
//#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_vertex LOD_FADE_PERCENTAGE
+ #pragma multi_compile LOD_FADE_PERCENTAGE
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader
index 2144e2f3dbc..64cbed64bcc 100644
--- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader
+++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader
@@ -57,7 +57,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8"
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile _ _FORWARD_PLUS
- #pragma multi_compile_vertex LOD_FADE_PERCENTAGE
+ #pragma multi_compile LOD_FADE_PERCENTAGE
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
@@ -77,9 +77,9 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8"
#pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
#pragma shader_feature_local EFFECT_BILLBOARD
+ #pragma shader_feature_local EFFECT_BUMP
#pragma shader_feature_local_fragment EFFECT_HUE_VARIATION
#pragma shader_feature_local_fragment EFFECT_SUBSURFACE
- #pragma shader_feature_local_fragment EFFECT_BUMP
#pragma shader_feature_local_fragment EFFECT_EXTRA_TEX
#define ENABLE_WIND
@@ -141,7 +141,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8"
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile _ LOD_FADE_CROSSFADE
- #pragma multi_compile_vertex LOD_FADE_PERCENTAGE
+ #pragma multi_compile LOD_FADE_PERCENTAGE
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl"
@@ -152,9 +152,9 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8"
#pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
#pragma shader_feature_local EFFECT_BILLBOARD
+ #pragma shader_feature_local EFFECT_BUMP
#pragma shader_feature_local_fragment EFFECT_HUE_VARIATION
#pragma shader_feature_local_fragment EFFECT_SUBSURFACE
- #pragma shader_feature_local_fragment EFFECT_BUMP
#pragma shader_feature_local_fragment EFFECT_EXTRA_TEX
#define ENABLE_WIND
@@ -184,7 +184,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8"
#pragma multi_compile_instancing
#pragma instancing_options assumeuniformscaling maxcount:50
- #pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALMlity and backface normal mode enum keywords)
+ #pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
#pragma shader_feature_local EFFECT_BILLBOARD
#define ENABLE_WIND
@@ -245,7 +245,7 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8"
#pragma fragment SpeedTree8FragDepthNormal
#pragma shader_feature_local_vertex _WINDQUALITY_NONE _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM
- #pragma shader_feature_local_fragment EFFECT_BUMP
+ #pragma shader_feature_local EFFECT_BUMP
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_instancing
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl
index 81870755154..ebbf1cbb8b1 100644
--- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl
+++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl
@@ -3,6 +3,7 @@
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
+#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Nature/SpeedTreeCommon.hlsl"
#include "SpeedTreeUtility.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
@@ -96,8 +97,26 @@ struct SpeedTreeFragmentInput
void InitializeData(inout SpeedTreeVertexInput input, float lodValue)
{
-#if defined(LOD_FADE_PERCENTAGE) && (!defined(LOD_FADE_CROSSFADE) && !defined(EFFECT_BILLBOARD))
- input.vertex.xyz = lerp(input.vertex.xyz, input.texcoord2.xyz, lodValue);
+#if !defined(EFFECT_BILLBOARD)
+ #if defined(LOD_FADE_PERCENTAGE) && (!defined(LOD_FADE_CROSSFADE))
+ input.vertex.xyz = lerp(input.vertex.xyz, input.texcoord2.xyz, lodValue);
+ #endif
+
+ // geometry type
+ float geometryType = (int) (input.texcoord3.w + 0.25);
+ bool leafTwo = false;
+ if (geometryType > GEOM_TYPE_FACINGLEAF)
+ {
+ geometryType -= 2;
+ leafTwo = true;
+ }
+
+ // leaf facing
+ if (geometryType == GEOM_TYPE_FACINGLEAF)
+ {
+ float3 anchor = float3(input.texcoord1.zw, input.texcoord2.w);
+ input.vertex.xyz = DoLeafFacing(input.vertex.xyz, anchor);
+ }
#endif
// wind
@@ -117,14 +136,6 @@ void InitializeData(inout SpeedTreeVertexInput input, float lodValue)
float3 windyPosition = input.vertex.xyz;
#ifndef EFFECT_BILLBOARD
- // geometry type
- float geometryType = (int)(input.texcoord3.w + 0.25);
- bool leafTwo = false;
- if (geometryType > GEOM_TYPE_FACINGLEAF)
- {
- geometryType -= 2;
- leafTwo = true;
- }
// leaves
if (geometryType > GEOM_TYPE_FROND)
@@ -132,15 +143,7 @@ void InitializeData(inout SpeedTreeVertexInput input, float lodValue)
// remove anchor position
float3 anchor = float3(input.texcoord1.zw, input.texcoord2.w);
windyPosition -= anchor;
-
- if (geometryType == GEOM_TYPE_FACINGLEAF)
- {
- // face camera-facing leaf to camera
- float offsetLen = length(windyPosition);
- windyPosition = mul(windyPosition.xyz, (float3x3)UNITY_MATRIX_IT_MV); // inv(MV) * windyPosition
- windyPosition = normalize(windyPosition) * offsetLen; // make sure the offset vector is still scaled
- }
-
+
// leaf wind
#if defined(_WINDQUALITY_FAST) || defined(_WINDQUALITY_BETTER) || defined(_WINDQUALITY_BEST)
#ifdef _WINDQUALITY_BEST
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl
index 3d2b44cad7d..18690d1c7bf 100644
--- a/Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl
+++ b/Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl
@@ -44,11 +44,17 @@ float4 GetShadowPositionHClip(Attributes input)
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
#if UNITY_REVERSED_Z
- positionCS.z = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
+ float clamped = min(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#else
- positionCS.z = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
+ float clamped = max(positionCS.z, positionCS.w * UNITY_NEAR_CLIP_VALUE);
#endif
+ // The current implementation of vertex clamping in Universal RP is the same as in Unity Built-In RP.
+ // This does not work well with Point Lights, which is why it is disabled in Built-In RP
+ // (see: https://github.cds.internal.unity3d.com/unity/unity/blob/a9c916ba27984da43724ba18e70f51469e0c34f5/Runtime/Camera/Shadows.cpp#L1685-L1686)
+ // We follow the same convention in Universal RP:
+ positionCS.z = lerp(clamped, positionCS.z, IsPointLight());
+
return positionCS;
}
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/BlitHDROverlay.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/BlitHDROverlay.shader
index 835feba119c..85b6e9f0f86 100644
--- a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/BlitHDROverlay.shader
+++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/BlitHDROverlay.shader
@@ -40,7 +40,7 @@ Shader "Hidden/Universal/BlitHDROverlay"
float4 FragBlitHDR(Varyings input, SamplerState s)
{
float4 color = FragBlit(input, s);
- UNITY_BRANCH if(!_HDR_OVERLAY)
+ if(!_HDR_OVERLAY)
{
return color;
}
diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackError.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackError.shader
index 0961ae524cc..95677334f3d 100644
--- a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackError.shader
+++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/FallbackError.shader
@@ -24,7 +24,6 @@ Shader "Hidden/Universal Render Pipeline/FallbackError"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
- #pragma multi_compile _ DOTS_INSTANCING_ON
//--------------------------------------
// GPU Instancing
diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderingLayersTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderingLayersTests.cs
new file mode 100644
index 00000000000..4dd69483e98
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderingLayersTests.cs
@@ -0,0 +1,96 @@
+using System.Collections.Generic;
+using NUnit.Framework;
+using UnityEditor.Rendering;
+using UnityEngine;
+using UnityEngine.Rendering.Universal;
+
+[TestFixture]
+class RenderingLayersTests
+{
+ string[] m_DefinedLayers;
+ int[] m_DefinedValues;
+ int m_LayersSize;
+
+ [OneTimeSetUp]
+ public void OneTimeSetup()
+ {
+ m_DefinedLayers = RenderingLayerMask.GetDefinedRenderingLayerNames();
+ m_DefinedValues = RenderingLayerMask.GetDefinedRenderingLayerValues();
+ m_LayersSize = RenderingLayerMask.GetRenderingLayerCount();
+ }
+
+ [OneTimeTearDown]
+ public void OneTimeTeardown()
+ {
+ var diff = RenderingLayerMask.GetRenderingLayerCount() - m_LayersSize;
+ if (diff > 0)
+ for (int i = 0; i < diff; i++)
+ RenderPipelineEditorUtility.TryRemoveLastRenderingLayerName();
+ else
+ for (int i = 0; i < -diff; i++)
+ RenderPipelineEditorUtility.TryAddRenderingLayerName(string.Empty);
+
+ for (int i = 1; i < RenderingLayerMask.GetRenderingLayerCount(); i++)
+ RenderPipelineEditorUtility.TrySetRenderingLayerName(i, string.Empty);
+
+ for (int i = 0; i < m_DefinedValues.Length; i++)
+ {
+ var value = m_DefinedValues[i];
+ if (RenderingLayerMask.defaultRenderingLayerMask == value)
+ continue;
+ var name = m_DefinedLayers[i];
+ var index = Mathf.FloorToInt(Mathf.Log(value, 2));
+ RenderPipelineEditorUtility.TrySetRenderingLayerName(index, name);
+ }
+ }
+
+ [SetUp]
+ public void Setup()
+ {
+ var layerCount = RenderingLayerMask.GetRenderingLayerCount() - 1;
+ for (int i = 0; i < layerCount; i++)
+ RenderPipelineEditorUtility.TryRemoveLastRenderingLayerName();
+ }
+
+ static TestCaseData[] s_MaskSizeTestCases =
+ {
+ new TestCaseData(7)
+ .SetName("Given a Rendering Layers size of 7, the mask size is 8 bits")
+ .Returns((int)RenderingLayerUtils.MaskSize.Bits8),
+ new TestCaseData(8)
+ .SetName("Given a Rendering Layers size of 8, the mask size is 8 bits")
+ .Returns((int)RenderingLayerUtils.MaskSize.Bits8),
+ new TestCaseData(9)
+ .SetName("Given a Rendering Layers size of 9, the mask size is 16 bits")
+ .Returns((int)RenderingLayerUtils.MaskSize.Bits16),
+ new TestCaseData(16)
+ .SetName("Given a Rendering Layers size of 16, the mask size is 16 bits")
+ .Returns((int)RenderingLayerUtils.MaskSize.Bits16),
+ new TestCaseData(17)
+ .SetName("Given a Rendering Layers size of 17, the mask size is 24 bits")
+ .Returns((int)RenderingLayerUtils.MaskSize.Bits24),
+ new TestCaseData(24)
+ .SetName("Given a Rendering Layers size of 24, the mask size is 24 bits")
+ .Returns((int)RenderingLayerUtils.MaskSize.Bits24),
+ new TestCaseData(25)
+ .SetName("Given a Rendering Layers size of 25, the mask size is 32 bits")
+ .Returns((int)RenderingLayerUtils.MaskSize.Bits32),
+ new TestCaseData(32)
+ .SetName("Given a Rendering Layers size of 32, the mask size is 32 bits")
+ .Returns((int)RenderingLayerUtils.MaskSize.Bits32)
+ };
+
+ [Test, TestCaseSource(nameof(s_MaskSizeTestCases))]
+ public int MaskSizeTest(int tagManagerLayerCount)
+ {
+ var currentLayerCount = RenderingLayerMask.GetRenderingLayerCount();
+ var requiredLayers = tagManagerLayerCount - currentLayerCount;
+ if (requiredLayers > 0)
+ for (int i = 0; i < requiredLayers; i++)
+ RenderPipelineEditorUtility.TryAddRenderingLayerName($"Layer {currentLayerCount + i}");
+
+ var urpRenderer = ScriptableObject.CreateInstance().InternalCreateRenderer() as UniversalRenderer;
+ RenderingLayerUtils.RequireRenderingLayers(urpRenderer, new List(), 0, out var evt, out var maskSize);
+ return (int)maskSize;
+ }
+}
diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderingLayersTests.cs.meta b/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderingLayersTests.cs.meta
new file mode 100644
index 00000000000..1e27ae40ad9
--- /dev/null
+++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/RenderingLayersTests.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 7bd051581c284375b0ba2d185aca3541
+timeCreated: 1724681009
\ No newline at end of file
diff --git a/Packages/com.unity.shadergraph/Documentation~/Camera-Node.md b/Packages/com.unity.shadergraph/Documentation~/Camera-Node.md
index a3b78be8907..7fa343c192a 100644
--- a/Packages/com.unity.shadergraph/Documentation~/Camera-Node.md
+++ b/Packages/com.unity.shadergraph/Documentation~/Camera-Node.md
@@ -28,7 +28,7 @@ The following example code represents one possible outcome of this node.
```
float3 _Camera_Position = _WorldSpaceCameraPos;
-float3 _Camera_Direction = -1 * mul(UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)) [2].xyz);
+float3 _Camera_Direction = -UNITY_MATRIX_V[2].xyz;
float _Camera_Orthographic = unity_OrthoParams.w;
float _Camera_NearPlane = _ProjectionParams.y;
float _Camera_FarPlane = _ProjectionParams.z;
diff --git a/Packages/com.unity.shadergraph/Documentation~/First-Shader-Graph.md b/Packages/com.unity.shadergraph/Documentation~/First-Shader-Graph.md
index 5db5d01622a..303b7dcda8b 100644
--- a/Packages/com.unity.shadergraph/Documentation~/First-Shader-Graph.md
+++ b/Packages/com.unity.shadergraph/Documentation~/First-Shader-Graph.md
@@ -105,11 +105,7 @@ Older tutorials use an outdated format of Shader Graph with master nodes. When l
To keep exploring how to use Shader Graph to author shaders, check out these blog posts:
-- [Art That Moves: Creating Animated Materials with Shader Graph](https://blogs.unity3d.com/2018/10/05/art-that-moves-creating-animated-materials-with-shader-graph/)
-- [Shader Graph Updates and Sample Project ](https://blogs.unity3d.com/2018/08/07/shader-graph-updates-and-sample-project/)
-- [Custom Lighting in Shader Graph: Expanding Your Graphs in 2019](https://blogs.unity3d.com/2019/07/31/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019/)
-- [Unity 2018.3 Shader Graph Update: Lit Master Node](https://blogs.unity3d.com/2018/12/19/unity-2018-3-shader-graph-update-lit-master-node/)
-- [Creating an Interactive Vertex Effect using Shader Graph](https://blogs.unity3d.com/2019/02/12/creating-an-interactive-vertex-effect-using-shader-graph/)
-- [Introduction to Shader Graph: Build your shaders with a visual editor](https://blogs.unity3d.com/2018/02/27/introduction-to-shader-graph-build-your-shaders-with-a-visual-editor/)
-
-You can also visit the [Unity YouTube Channel](https://www.youtube.com/channel/UCG08EqOAXJk_YXPDsAvReSg) and look for [video tutorials on Shader Graph](https://www.youtube.com/user/Unity3D/search?query=shader+graph), or head to our [user forum](https://forum.unity.com/forums/shader-graph.346/) to find the latest information and conversations about Shader Graph.
+- [Art That Moves: Creating Animated Materials with Shader Graph](https://unity.com/blog/engine-platform/creating-animated-materials-with-shader-graph)
+- [Custom Lighting in Shader Graph: Expanding Your Graphs in 2019](https://unity.com/blog/engine-platform/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019)
+
+You can also visit the [Unity YouTube Channel](https://www.youtube.com/channel/UCG08EqOAXJk_YXPDsAvReSg) and look for [video tutorials on Shader Graph](https://www.youtube.com/user/Unity3D/search?query=shader+graph), or head to our [user forum](https://discussions.unity.com/tags/c/unity-engine/52/shader-graph) to find the latest information and conversations about Shader Graph.
diff --git a/Packages/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs b/Packages/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs
index 2f73ee25a15..2faa21f55d4 100644
--- a/Packages/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs
+++ b/Packages/com.unity.shadergraph/Editor/Data/Graphs/AbstractShaderProperty.cs
@@ -27,7 +27,7 @@ internal virtual string GetHLSLVariableName(bool isSubgraphProperty, GenerationM
if (mode == GenerationMode.VFX)
{
// Per-element exposed properties are provided by the properties structure filled by VFX.
- if (overrideHLSLDeclaration)
+ if (overrideHLSLDeclaration && hlslDeclarationOverride != HLSLDeclaration.Global)
return $"PROP.{referenceName}";
// For un-exposed global properties, just read from the cbuffer.
else
diff --git a/Packages/com.unity.shadergraph/Editor/Data/Graphs/GroupData.cs b/Packages/com.unity.shadergraph/Editor/Data/Graphs/GroupData.cs
index acab2ec9abb..363ce4000bb 100644
--- a/Packages/com.unity.shadergraph/Editor/Data/Graphs/GroupData.cs
+++ b/Packages/com.unity.shadergraph/Editor/Data/Graphs/GroupData.cs
@@ -5,7 +5,7 @@
namespace UnityEditor.ShaderGraph
{
[Serializable]
- public class GroupData : JsonObject
+ public class GroupData : JsonObject, IRectInterface
{
[SerializeField]
string m_Title;
@@ -16,6 +16,7 @@ public string title
set { m_Title = value; }
}
+
[SerializeField]
Vector2 m_Position;
@@ -25,6 +26,16 @@ public Vector2 position
set { m_Position = value; }
}
+ Rect IRectInterface.rect
+ {
+ get => new Rect(position, Vector2.one);
+ set
+ {
+ position = value.position;
+ }
+ }
+
+
public GroupData() : base() { }
public GroupData(string title, Vector2 position)
diff --git a/Packages/com.unity.shadergraph/Editor/Data/Graphs/SerializableTexture.cs b/Packages/com.unity.shadergraph/Editor/Data/Graphs/SerializableTexture.cs
index aa8cf5fc7c9..0fa209ea59c 100644
--- a/Packages/com.unity.shadergraph/Editor/Data/Graphs/SerializableTexture.cs
+++ b/Packages/com.unity.shadergraph/Editor/Data/Graphs/SerializableTexture.cs
@@ -92,7 +92,8 @@ public Texture texture
public void OnBeforeSerialize()
{
- m_SerializedTexture = EditorJsonUtility.ToJson(new TextureHelper { texture = texture }, false);
+ var textureHelper = texture ? new TextureHelper { texture = texture } : null;
+ m_SerializedTexture = EditorJsonUtility.ToJson(textureHelper, false);
}
public void OnAfterDeserialize()
diff --git a/Packages/com.unity.shadergraph/Editor/Data/Implementation/NodeUtils.cs b/Packages/com.unity.shadergraph/Editor/Data/Implementation/NodeUtils.cs
index 699fdd14b99..d593322dfad 100644
--- a/Packages/com.unity.shadergraph/Editor/Data/Implementation/NodeUtils.cs
+++ b/Packages/com.unity.shadergraph/Editor/Data/Implementation/NodeUtils.cs
@@ -819,6 +819,7 @@ public static string GetHLSLSafeName(string input)
static HashSet m_ShaderGraphKeywords = new HashSet()
{
+ "_Weight",
"Gradient",
"UnitySamplerState",
"UnityTexture2D",
@@ -865,10 +866,14 @@ public static string ConvertToValidHLSLIdentifier(string originalId, Func name;
+
public string[] synonyms;
protected virtual string documentationPage => name;
diff --git a/Packages/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromHeightNode.cs b/Packages/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromHeightNode.cs
index bb610eb0795..bd51305338a 100644
--- a/Packages/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromHeightNode.cs
+++ b/Packages/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromHeightNode.cs
@@ -95,7 +95,7 @@ public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode gener
s.AppendLine("$precision3 crossY = cross(worldDerivativeY, TangentMatrix[2].xyz);");
s.AppendLine("$precision d = dot(worldDerivativeX, crossY);");
s.AppendLine("$precision sgn = d < 0.0 ? (-1.0f) : 1.0f;");
- s.AppendLine("$precision surface = sgn / max(0.000000000000001192093f, abs(d));");
+ s.AppendLine("$precision surface = sgn / max({0}, abs(d));", concretePrecision == ConcretePrecision.Single ? "0.000000000000001192093f" : "0.00006103515625f");
s.AppendNewLine();
s.AppendLine("$precision dHdx = ddx(In);");
s.AppendLine("$precision dHdy = ddy(In);");
diff --git a/Packages/com.unity.shadergraph/Editor/Data/Nodes/BlockNode.cs b/Packages/com.unity.shadergraph/Editor/Data/Nodes/BlockNode.cs
index c607ae0c566..47b67cb2c54 100644
--- a/Packages/com.unity.shadergraph/Editor/Data/Nodes/BlockNode.cs
+++ b/Packages/com.unity.shadergraph/Editor/Data/Nodes/BlockNode.cs
@@ -31,6 +31,23 @@ class BlockNode : AbstractMaterialNode
[NonSerialized]
BlockFieldDescriptor m_Descriptor;
+ public override string displayName
+ {
+ get
+ {
+ string displayName = "";
+ if (m_Descriptor != null)
+ {
+ displayName = m_Descriptor.shaderStage.ToString();
+ if (!string.IsNullOrEmpty(displayName))
+ displayName += " ";
+ displayName += m_Descriptor.displayName;
+ }
+
+ return displayName;
+ }
+ }
+
public override bool canCutNode => false;
public override bool canCopyNode => false;
@@ -83,7 +100,6 @@ public void Init(BlockFieldDescriptor fieldDescriptor)
? $"{fieldDescriptor.tag}.{fieldDescriptor.name}"
: $"{BlockFields.VertexDescription.name}.{k_CustomBlockDefaultName}";
-
// TODO: This exposes the MaterialSlot API
// TODO: This needs to be removed but is currently required by HDRP for DiffusionProfileInputMaterialSlot
if (m_Descriptor is CustomSlotBlockFieldDescriptor customSlotDescriptor)
diff --git a/Packages/com.unity.shadergraph/Editor/Data/Nodes/GeometryNode.cs b/Packages/com.unity.shadergraph/Editor/Data/Nodes/GeometryNode.cs
index ee190969ecb..0eb4a81b832 100644
--- a/Packages/com.unity.shadergraph/Editor/Data/Nodes/GeometryNode.cs
+++ b/Packages/com.unity.shadergraph/Editor/Data/Nodes/GeometryNode.cs
@@ -9,6 +9,7 @@
namespace UnityEditor.ShaderGraph
{
+ using PopupList = UnityEditor.ShaderGraph.Drawing.Controls.PopupList;
abstract class GeometryNode : AbstractMaterialNode
{
public GeometryNode()
diff --git a/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Geometry/ViewVectorNode.cs b/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Geometry/ViewVectorNode.cs
index 9281e1d4503..6792878ea7a 100644
--- a/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Geometry/ViewVectorNode.cs
+++ b/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Geometry/ViewVectorNode.cs
@@ -10,6 +10,7 @@
namespace UnityEditor.ShaderGraph
{
+ using PopupList = UnityEditor.ShaderGraph.Drawing.Controls.PopupList;
[Title("Input", "Geometry", "View Vector")]
class ViewVectorNode : CodeFunctionNode
{
diff --git a/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/CameraNode.cs b/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/CameraNode.cs
index 180f2fc25b0..d81006db62b 100644
--- a/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/CameraNode.cs
+++ b/Packages/com.unity.shadergraph/Editor/Data/Nodes/Input/Scene/CameraNode.cs
@@ -49,7 +49,7 @@ public override string GetVariableNameForSlot(int slotId)
switch (slotId)
{
case OutputSlot1Id:
- return "(-1 * mul((float3x3)UNITY_MATRIX_M, transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)) [2].xyz))";
+ return "-UNITY_MATRIX_V[2].xyz";
case OutputSlot2Id:
return "unity_OrthoParams.w";
case OutputSlot3Id:
diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/AbstractMaterialNodePropertyDrawer.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/AbstractMaterialNodePropertyDrawer.cs
index 565428fefdb..445fb27322f 100644
--- a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/AbstractMaterialNodePropertyDrawer.cs
+++ b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/AbstractMaterialNodePropertyDrawer.cs
@@ -38,7 +38,7 @@ internal virtual void AddCustomNodeProperties(VisualElement parentElement, Abstr
VisualElement CreateGUI(AbstractMaterialNode node, InspectableAttribute attribute, out VisualElement propertyVisualElement)
{
VisualElement nodeSettings = new VisualElement();
- var nameLabel = PropertyDrawerUtils.CreateLabel($"{node.name} Node", 0, FontStyle.Bold);
+ var nameLabel = PropertyDrawerUtils.CreateLabel($"{node.displayName} Node", 0, FontStyle.Bold);
nodeSettings.Add(nameLabel);
if (node.sgVersion < node.latestVersion)
{
diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs
index 9b60c99501b..15971a2afc6 100644
--- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs
+++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs
@@ -217,13 +217,13 @@ public GraphEditorView(EditorWindow editorWindow, GraphData graph, MessageManage
GUILayout.Space(6);
- m_UserViewSettings.isInspectorVisible = GUILayout.Toggle(m_UserViewSettings.isInspectorVisible, new GUIContent(EditorGUIUtility.FindTexture("d_UnityEditor.InspectorWindow"), "Graph Inspector"), EditorStyles.toolbarButton);
+ m_UserViewSettings.isInspectorVisible = GUILayout.Toggle(m_UserViewSettings.isInspectorVisible, new GUIContent(EditorGUIUtility.TrIconContent("d_UnityEditor.InspectorWindow").image, "Graph Inspector"), EditorStyles.toolbarButton);
GUILayout.Space(6);
m_UserViewSettings.isPreviewVisible = GUILayout.Toggle(m_UserViewSettings.isPreviewVisible, new GUIContent(EditorGUIUtility.FindTexture("PreMatSphere"), "Main Preview"), EditorStyles.toolbarButton);
- if (GUILayout.Button(new GUIContent(EditorGUIUtility.FindTexture("_Help"), "Open Shader Graph User Manual"), EditorStyles.toolbarButton))
+ if (GUILayout.Button(new GUIContent(EditorGUIUtility.TrIconContent("_Help").image, "Open Shader Graph User Manual"), EditorStyles.toolbarButton))
{
Application.OpenURL(UnityEngine.Rendering.ShaderGraph.Documentation.GetPageLink("index"));
//Application.OpenURL("https://docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html"); // TODO : point to latest?
diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs
index ca1cfa3d964..c0ebe52df15 100644
--- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs
+++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs
@@ -52,7 +52,7 @@ public MaterialGraphView()
m_UndoRedoPerformedMethodInfo = graphViewType?.GetMethod("UndoRedoPerformed",
BindingFlags.FlattenHierarchy | BindingFlags.Instance | BindingFlags.NonPublic,
null,
- new Type[] { },
+ new Type[] { typeof(UndoRedoInfo).MakeByRefType()},
null);
}
@@ -74,12 +74,12 @@ void OnTransformChanged(GraphView graphView)
}
}
- protected override bool canCutSelection
+ protected internal override bool canCutSelection
{
get { return selection.OfType().Any(x => x.node.canCutNode) || selection.OfType().Any() || selection.OfType().Any() || selection.OfType().Any() || selection.OfType().Any(); }
}
- protected override bool canCopySelection
+ protected internal override bool canCopySelection
{
get { return selection.OfType().Any(x => x.node.canCopyNode) || selection.OfType().Any() || selection.OfType().Any() || selection.OfType().Any() || selection.OfType().Any(); }
}
@@ -321,7 +321,7 @@ public override void BuildContextualMenu(ContextualMenuPopulateEvent evt)
{
evt.menu.AppendSeparator();
var sc = ShaderGraphShortcuts.GetKeycodeForContextMenu(ShaderGraphShortcuts.summonDocumentationShortcutID);
- evt.menu.AppendAction($"Open Documentation _{sc}", SeeDocumentation, SeeDocumentationStatus);
+ evt.menu.AppendAction($"Open Documentation {sc}", SeeDocumentation, SeeDocumentationStatus);
}
if (selection.OfType().Count() == 1 && selection.OfType().First().node is SubGraphNode)
{
@@ -687,14 +687,17 @@ void ApplyColor(Color pickedColor)
m.Invoke(null, new object[] { (Action)ApplyColor, defaultColor, true, false });
}
- protected override bool canDeleteSelection
+ protected internal override bool canDeleteSelection
{
get
{
- return selection.Any(x => !(x is IShaderNodeView nodeView) || nodeView.node.canDeleteNode);
+ return selection.Any(x =>
+ {
+ if (x is ContextView) return false; //< context view must not be deleted. ( eg, Vertex, Fragment )
+ return !(x is IShaderNodeView nodeView) || nodeView.node.canDeleteNode;
+ });
}
}
-
public void GroupSelection()
{
var title = "New Group";
@@ -1107,7 +1110,8 @@ void DeleteSelectionImplementation(string operationName, GraphView.AskUser askUs
internal void RestorePersistentSelectionAfterUndoRedo()
{
wasUndoRedoPerformed = true;
- m_UndoRedoPerformedMethodInfo?.Invoke(this, new object[] { });
+ UndoRedoInfo info = new UndoRedoInfo();
+ m_UndoRedoPerformedMethodInfo?.Invoke(this, new object[] {info});
}
#region Drag and drop
@@ -1486,7 +1490,12 @@ internal static void InsertCopyPasteGraph(this MaterialGraphView graphView, Copy
{
var nodeList = copyGraph.GetNodes();
- ClampNodesWithinView(graphView, new List().Union(nodeList).Union(copyGraph.stickyNotes));
+ ClampNodesWithinView(graphView,
+ new List()
+ .Union(nodeList)
+ .Union(copyGraph.stickyNotes)
+ .Union(copyGraph.groups)
+ );
graphView.graph.PasteGraph(copyGraph, remappedNodes, remappedEdges);
diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/ShaderGroup.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/ShaderGroup.cs
index 92c3b46df6b..02b2fda1376 100644
--- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/ShaderGroup.cs
+++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/ShaderGroup.cs
@@ -53,5 +53,13 @@ public override bool AcceptsElement(GraphElement element, ref string reasonWhyNo
return true;
}
+
+ protected override void SetScopePositionOnly(Rect newPos)
+ {
+ base.SetScopePositionOnly(newPos);
+
+ userData.position = newPos.position;
+ }
+
}
}
diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/ShaderPort.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/ShaderPort.cs
index 6ed25a7540d..ee3915b96a1 100644
--- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/ShaderPort.cs
+++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/ShaderPort.cs
@@ -59,7 +59,7 @@ public MaterialSlot slot
}
}
- public Action OnDisconnect;
+ public new Action OnDisconnect;
public override void Disconnect(Edge edge)
{
diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs b/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs
index d45a80a9cd5..34598d64272 100644
--- a/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs
+++ b/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs
@@ -1046,7 +1046,7 @@ void ProcessStackForPass(ContextData contextData, BlockFieldDescriptor[] passBlo
{
m_GraphData.ForeachHLSLProperty(h =>
{
- if (!h.IsObjectType())
+ if (!h.IsObjectType() && h.declaration != HLSLDeclaration.Global)
h.AppendTo(propertyBuilder);
});
}
diff --git a/Packages/com.unity.shadergraph/Editor/ShaderGraphPreferences.cs b/Packages/com.unity.shadergraph/Editor/ShaderGraphPreferences.cs
index bf31971231d..c000726cbe9 100644
--- a/Packages/com.unity.shadergraph/Editor/ShaderGraphPreferences.cs
+++ b/Packages/com.unity.shadergraph/Editor/ShaderGraphPreferences.cs
@@ -87,49 +87,46 @@ static void OpenGUI()
if (!m_Loaded)
Load();
- var previousLabelWidth = EditorGUIUtility.labelWidth;
- EditorGUIUtility.labelWidth = 256;
-
- EditorGUILayout.Space();
-
EditorGUI.BeginChangeCheck();
- var actualLimit = ShaderGraphProjectSettings.instance.shaderVariantLimit;
- var willPreviewVariantBeIgnored = ShaderGraphPreferences.previewVariantLimit > actualLimit;
+ using (new SettingsWindow.GUIScope())
+ {
+ var actualLimit = ShaderGraphProjectSettings.instance.shaderVariantLimit;
+ var willPreviewVariantBeIgnored = ShaderGraphPreferences.previewVariantLimit > actualLimit;
- var variantLimitLabel = willPreviewVariantBeIgnored
- ? new GUIContent("Preview Variant Limit", EditorGUIUtility.IconContent("console.infoicon").image, $"The Preview Variant Limit is higher than the Shader Variant Limit in Project Settings: {actualLimit}. The Preview Variant Limit will be ignored.")
- : new GUIContent("Preview Variant Limit");
+ var variantLimitLabel = willPreviewVariantBeIgnored
+ ? new GUIContent("Preview Variant Limit", EditorGUIUtility.IconContent("console.infoicon").image, $"The Preview Variant Limit is higher than the Shader Variant Limit in Project Settings: {actualLimit}. The Preview Variant Limit will be ignored.")
+ : new GUIContent("Preview Variant Limit");
- var variantLimitValue = EditorGUILayout.DelayedIntField(variantLimitLabel, previewVariantLimit);
- variantLimitValue = Mathf.Max(0, variantLimitValue);
- if (EditorGUI.EndChangeCheck())
- {
- previewVariantLimit = variantLimitValue;
- }
+ var variantLimitValue = EditorGUILayout.DelayedIntField(variantLimitLabel, previewVariantLimit);
+ variantLimitValue = Mathf.Max(0, variantLimitValue);
+ if (EditorGUI.EndChangeCheck())
+ {
+ previewVariantLimit = variantLimitValue;
+ }
- EditorGUI.BeginChangeCheck();
- var autoAddRemoveBlocksValue = EditorGUILayout.Toggle("Automatically Add and Remove Block Nodes", autoAddRemoveBlocks);
- if (EditorGUI.EndChangeCheck())
- {
- autoAddRemoveBlocks = autoAddRemoveBlocksValue;
- }
+ EditorGUI.BeginChangeCheck();
+ var autoAddRemoveBlocksValue = EditorGUILayout.Toggle("Automatically Add and Remove Block Nodes", autoAddRemoveBlocks);
+ if (EditorGUI.EndChangeCheck())
+ {
+ autoAddRemoveBlocks = autoAddRemoveBlocksValue;
+ }
- EditorGUI.BeginChangeCheck();
- var allowDeprecatedBehaviorsValue = EditorGUILayout.Toggle("Enable Deprecated Nodes", allowDeprecatedBehaviors);
- if (EditorGUI.EndChangeCheck())
- {
- allowDeprecatedBehaviors = allowDeprecatedBehaviorsValue;
- }
+ EditorGUI.BeginChangeCheck();
+ var allowDeprecatedBehaviorsValue = EditorGUILayout.Toggle("Enable Deprecated Nodes", allowDeprecatedBehaviors);
+ if (EditorGUI.EndChangeCheck())
+ {
+ allowDeprecatedBehaviors = allowDeprecatedBehaviorsValue;
+ }
- EditorGUI.BeginChangeCheck();
- var zoomStepSizeValue = EditorGUILayout.Slider(new GUIContent("Zoom Step Size", $"Default is 0.5"), zoomStepSize, 0.0f, 1f);
- if (EditorGUI.EndChangeCheck())
- {
- zoomStepSize = zoomStepSizeValue;
+ EditorGUI.BeginChangeCheck();
+ var zoomStepSizeValue = EditorGUILayout.Slider(new GUIContent("Zoom Step Size", $"Default is 0.5"), zoomStepSize, 0.0f, 1f);
+ if (EditorGUI.EndChangeCheck())
+ {
+ zoomStepSize = zoomStepSizeValue;
+ }
}
- EditorGUIUtility.labelWidth = previousLabelWidth;
}
static void Load()
diff --git a/Packages/com.unity.shadergraph/Editor/ShaderGraphShortcuts.cs b/Packages/com.unity.shadergraph/Editor/ShaderGraphShortcuts.cs
index dec2e509d3d..3009ac8823f 100644
--- a/Packages/com.unity.shadergraph/Editor/ShaderGraphShortcuts.cs
+++ b/Packages/com.unity.shadergraph/Editor/ShaderGraphShortcuts.cs
@@ -2,6 +2,7 @@
using System;
using System.Collections.Generic;
using System.Reflection;
+using System.Text;
using UnityEditor.Experimental.GraphView;
using UnityEditor.ShaderGraph.Drawing;
using UnityEditor.ShortcutManagement;
@@ -83,30 +84,34 @@ static void CheckBindings(string name)
{
if (reservedShortcuts.Contains((keyCombo.keyCode, keyCombo.modifiers)))
{
- string shortcut = "";
- bool isOSXEditor = Application.platform == RuntimePlatform.OSXEditor; // maybe not correct.
- if (keyCombo.action) shortcut += $"{(isOSXEditor ? "Cmd" : "Ctrl")} + ";
- if (keyCombo.shift) shortcut += "Shift + ";
- if (keyCombo.alt) shortcut += "Alt + ";
- shortcut += keyCombo.keyCode;
- throw new Exception($"The binding for {name} ({shortcut}) conflicts with a built-in shortcut. Please go to Edit->Shortcuts... and change the binding.");
+ throw new Exception($"The binding for {name} ({keyCombo}) conflicts with a built-in shortcut. Please go to Edit->Shortcuts... and change the binding.");
}
}
}
internal static string GetKeycodeForContextMenu(string id)
{
+ const string kKeycodePrefixAlt = "&";
+ const string kKeycodePrefixShift = "#";
+ const string kKeycodePrefixAction = "%";
+ const string kKeycodePrefixControl = "^";
+ const string kKeycodePrefixNoModifier = "_";
+
var binding = ShortcutManager.instance.GetShortcutBinding(id);
- bool isOSXEditor = Application.platform == RuntimePlatform.OSXEditor; // maybe not correct.
foreach (var keyCombo in binding.keyCombinationSequence)
{
- string shortcut = "";
- if (keyCombo.action) shortcut += $"{(isOSXEditor ? "Cmd" : "Ctrl")}+";
- if (keyCombo.shift) shortcut += "Shift+";
- if (keyCombo.alt) shortcut += "Alt+";
- shortcut += keyCombo.keyCode;
- return shortcut;
+ var sb = new StringBuilder();
+
+ if (keyCombo.alt) sb.Append(kKeycodePrefixAlt);
+ if (keyCombo.shift) sb.Append(kKeycodePrefixShift);
+ if (keyCombo.action) sb.Append(kKeycodePrefixAction);
+ if (keyCombo.control) sb.Append(kKeycodePrefixControl);
+ if (keyCombo.modifiers == ShortcutModifiers.None) sb.Append(kKeycodePrefixNoModifier);
+
+ sb.Append(keyCombo.keyCode);
+ return sb.ToString();
}
+
return "";
}
@@ -199,7 +204,8 @@ static void Group(ShortcutArguments args)
CheckBindings(nodeGroupShortcutID);
var graphView = GetGraphView();
foreach(var selected in graphView.selection)
- if (selected is IShaderNodeView nodeView && nodeView.node is AbstractMaterialNode)
+ if ((selected is IShaderNodeView nodeView && nodeView.node is AbstractMaterialNode)
+ || selected.GetType() == typeof(Drawing.StickyNote))
{
graphView.GroupSelection();
break;
@@ -213,7 +219,8 @@ static void UnGroup(ShortcutArguments args)
CheckBindings(nodeUnGroupShortcutID);
var graphView = GetGraphView();
foreach (var selected in graphView.selection)
- if (selected is IShaderNodeView nodeView && nodeView.node is AbstractMaterialNode)
+ if ((selected is IShaderNodeView nodeView && nodeView.node is AbstractMaterialNode)
+ || selected.GetType() == typeof(Drawing.StickyNote))
{
graphView.RemoveFromGroupNode();
break;
@@ -226,16 +233,36 @@ static void ToggleNodePreviews(ShortcutArguments args)
{
CheckBindings(nodePreviewShortcutID);
bool shouldHide = false;
- foreach (var selected in GetGraphView().selection)
- if (selected is IShaderNodeView nodeView)
- {
- if (nodeView.node.previewExpanded && nodeView.node.hasPreview)
+ // Toggle all node previews if none are selected. Otherwise, update only the selected node previews.
+ var selection = GetGraphView().selection;
+ if (selection.Count == 0)
+ {
+ var graph = GetGraphView().graph;
+ var nodes = graph.GetNodes();
+ foreach (AbstractMaterialNode node in nodes)
+ if (node.previewExpanded && node.hasPreview)
{
shouldHide = true;
break;
}
- }
- GetGraphView().SetPreviewExpandedForSelectedNodes(!shouldHide);
+
+ graph.owner.RegisterCompleteObjectUndo("Toggle Previews");
+ foreach (AbstractMaterialNode node in nodes)
+ node.previewExpanded = !shouldHide;
+ }
+ else
+ {
+ foreach (var selected in selection)
+ if (selected is IShaderNodeView nodeView)
+ {
+ if (nodeView.node.previewExpanded && nodeView.node.hasPreview)
+ {
+ shouldHide = true;
+ break;
+ }
+ }
+ GetGraphView().SetPreviewExpandedForSelectedNodes(!shouldHide);
+ }
}
internal const string nodeCollapsedShortcutID = "ShaderGraph/Selection: Toggle Node Collapsed";
diff --git a/Packages/com.unity.shadergraph/Tests/Editor/UnitTests/MaterialGraphTests.cs b/Packages/com.unity.shadergraph/Tests/Editor/UnitTests/MaterialGraphTests.cs
index 902ce212374..5f2048cf5f3 100644
--- a/Packages/com.unity.shadergraph/Tests/Editor/UnitTests/MaterialGraphTests.cs
+++ b/Packages/com.unity.shadergraph/Tests/Editor/UnitTests/MaterialGraphTests.cs
@@ -1,7 +1,9 @@
using System.Linq;
+using System.Reflection;
using NUnit.Framework;
using UnityEngine;
using UnityEditor.Graphing;
+using UnityEditor.ShaderGraph.Drawing;
namespace UnityEditor.ShaderGraph.UnitTests
{
@@ -23,5 +25,16 @@ public void TestCreateMaterialGraph()
Assert.AreEqual(0, graph.GetNodes().Count());
}
+
+ [Test]
+ public void TestUndoRedoPerformedMethod()
+ {
+ var view = new MaterialGraphView();
+ var viewType = typeof(MaterialGraphView);
+ var fieldInfo = viewType.GetField("m_UndoRedoPerformedMethodInfo", BindingFlags.NonPublic | BindingFlags.Instance);
+ var fieldInfoValue = fieldInfo.GetValue(view);
+
+ Assert.IsNotNull(fieldInfoValue, "m_UndoRedoPerformedMethodInfo must not be null.");
+ }
}
}
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Blackboard.md b/Packages/com.unity.visualeffectgraph/Documentation~/Blackboard.md
index 3975f1def37..d459a5eaf42 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Blackboard.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Blackboard.md
@@ -1,89 +1,146 @@
# Blackboard
-The Blackboard is a utility panel in the [Visual Effect Graph window](VisualEffectGraphWindow.md) that allows you to manage **properties**. Here, you can define, order, and categorize properties. You can also expose properties so that you can access them from outside the graph.
+The Blackboard is a utility panel in the [Visual Effect Graph window](VisualEffectGraphWindow.md) that allows you to manage:
+- [Properties](Properties.md)
+- [Custom Attributes](#attributes)
+- Built-in particle [attributes](Attributes.md)
-Properties you define in the Blackboard are global variables that you can use multiple times throughout the graph. For example, you can define a bounding box property once and then use it for multiple particle systems in the graph.
+To toggle the Blackboard visibility, you can either use the `SHIFT + 1` shortcut or click on the **Blackboard** button in the Visual Effect Graph [Toolbar](VisualEffectGraphWindow.md#Toolbar).
+Drag window's edge to resize and drag the window's header to move it.
-![Blackboard-Properties](Images/Blackboard-Properties.png)
+## Properties
+You can create/delete, order and categorize properties.
+For each property the following options are available:
-Properties in the Blackboard are either **constants** or **exposed**. If you make a property exposed, you can see and edit it on the [Visual Effect Component](VisualEffectComponent.md) as well as via the C# API.
+| **Setting** | **Description** |
+|-------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
+| **Exposed** | Specifies whether the property is exposed or not. When enabled, you can see and edit the property on the [Visual Effect Component](VisualEffectComponent.md) as well as via the [C# API](ComponentAPI.md). When the property is exposed, a green dot is displayed (bright green if the property is used and dimmed out if not used). |
+| **Value** | Specifies the default value of the property. The Visual Effect Graph uses this value if you do not expose the property or if you expose the property, but do not override it. |
+| **Tooltip** | Specifies text that appears when you hover the property in the graph or in the Visual Effect component inspector. |
+| **Mode** | For numerical types you can set a **Range** mode (with minimum and maximum values) which turns the value control into a slider. And for UInt type you can also choose **Enum** which turns the control into a dropdown |
-To differentiate between exposed properties and constants, the Blackboard displays a green dot on the left of an exposed property's label.
-## Using the Blackboard
+To use a property in the graph you can either drag and drop it in the graph, or find it by name in the node search.
+You can use the same property as many times as you want in the graph (even in different systems)
-To open the Blackboard, click the **Blackboard** button in the Visual Effect Graph window [Toolbar](VisualEffectGraphWindow.md#Toolbar). To resize the Blackboard, click on any edge or corner and drag. To reposition the Blackboard, click on the header and drag.
+![Blackboard-Properties](Images/blackboard-properties.png)
-### Menu Category
+### Add a property
+To add a property, click the plus `+` button in the top-left corner of the Blackboard.
+A menu will open offering two options: **Property** and [**Attribute**](#attributes). Choose the **Property** option and then select the desired type.
-In order to set the Menu path of the currently edited Subgraph, you can double-click the sub-title of the blackboard and enter the desired Category Name, then validate using the Return Key
+You can also convert an inline [Operator](Operators.md) to a property. To do this, either use the shortcut `SHIFT + X` or right-click on the Node in the graph and select either:
+- **Convert to Property** if you want to create a constant.
+- **Convert to Exposed Property** if you want to create an exposed property
+Regardless of the option you choose, you can enable or disable the **Exposed** setting later.
-![Blackboard-Category](Images/Blackboard-Category.gif)
+### Arranging properties
+1. To rename a property you can:
+ - Select property and press F2
+ - Double-click the property name
+ - Right-click the property name and select **Rename** from the context menu.
+ - In the inspector change the **Exposed Name** value
+2. To reorder a property, drag&drop it somewhere above or below.
+If you drop it over a category or inside a category the property will move to that category
+3. To delete a property:
+ - Right-click the property then select **Delete** from the context menu.
+ - Select the property then press the **Delete** key (for macOS, **Cmd** + **Delete** key).
-### Creating properties
+### Property categories
+Categories allow you to sort properties into groups so you can manage them more easily. You can **rename** and **delete** categories in the same way as you can for properties.
+Category creation works the same way as for Properties, just pick the **Category** type at the top of the menu.
+You can drag&drop properties from one category to another. If you don't want a property to be part of a category, drop it at the top of the properties.
-To create a property, click the plus (**+**) button in the top-right of the Blackboard then select a property type from the menu.
+### Property Nodes
+Property Nodes look slightly different to standard [operators](Operators.md). They display the property name and a green dot if the property is exposed.
+The value is either the default value set in the blackboard or the overriden value set in the component inspector.
-You can also convert an inline Operator to a property. To do this, right-click on the Node and select either:
+You can expand them to use a sub-member of the property value.
-- **Convert to Property** if you want to create a constant.
-- **Convert to Exposed Property** if you want to create an exposed property
+![PropertyNode](Images/PropertyNode.png)
+On the left are unexposed properties, on the right exposed properties (notice the green dot)
-Regardless of the option you choose, you can enable or disable the **Exposed** setting later.
+
-### Editing properties
+### Exposed Properties in the Inspector
+When you enable the **Exposed** setting for a property, the property becomes visible in the **Properties** section of the Inspector for a [Visual Effect](VisualEffectComponent.md) component.
+Properties appear in the same order and categories that you set in the Blackboard.
-To edit a property in the Blackboard, click the folding arrow to the left of the property. This exposes settings that you can use to edit the property. Different properties expose different settings. The core settings are:
+![Properties-Inspector](Images/blackboard-properties-inspector.png)
-| **Setting** | **Description** |
-| ----------- | ------------------------------------------------------------ |
-| **Exposed** | Specifies whether the property is exposed or not. When enabled, you can see and edit the property on the [Visual Effect Component](VisualEffectComponent.md) as well as via the C# API. |
-| **Value** | Specifies the default value of the property. The Visual Effect Graph uses this value if you do not expose the property or if you expose the property, but do not override it. |
-| **Tooltip** | Specifies text that appears when you hover over the property in the Inspector for the Visual Effect. |
+#### Overriding property values per GameObject
+For each VFX component in the scene, you can override any exposed property value.
+When the GameObject holding the Visual Effect is selected in the hierarchy, in the inspector you'll see all exposed properties listed.
+Then if you change a property value, the override checkbox will be checked and the value overriden.
+To revert your change, you can simply uncheck the override checkbox, then the default value for that property, set in the blackboard, will be used.
-### Filtering properties
-Float, Int and Uint properties have some filter mode :
-* default. does nothing special. You will edit the property value in a textfield.
-* Range. You will specify a minimum and a maximum value in the blackboard and you will edit the property with a slider instead of just a textfield
-* Enum. Exclusive to uint, You will specify a list of names in the blackboard and you will edit the property with a popup menu.
+## Attributes
+An [attribute](Attributes.md) is a short name for **Particle Attribute** which are independent values carried by each particle.
+The blackboard now lets you manage both built-in attributes and custom attributes.
-### Arranging properties
+The icon on the left represents the type of the attribute. In the screenshot below, we can see that the attribute is a `Vector3`
-* To **rename** a property:
- 1. Either double click the property name or right-click the property name and select **Rename** from the context menu.
- 2. In the editable field, type the new name.
- 3. Finally, to validate the change, press the **Enter** key or click away from the field.
-* To **reorder** properties, **drag and drop** them in the Blackboard.
-* To **delete** a property, either:
- * Right-click the property then select **Delete** from the context menu.
- * Select the property then press the **Delete** key (for macOS, **Cmd** + **Delete** key).
+![Attribute](Images/blackboard-attribute.png)
-### Property categories
+To use an attribute in the graph you can drag&drop it in the graph.
+* If you drop it in a context, it will create a `Set Attribute` block.
+* If you drop it in the void, it will create a `Get Attribute` operator.
-Categories allow you to sort properties into groups so you can manage them more easily. You can **rename**, **reorder**, and **delete** categories in the same way as you can for properties.
+You can also find the attribute in the node search window.
-* To **create** a category, click the plus (**+**) button in the top-right of the Blackboard, then select **Category** from the menu.
-* You can **drag and drop** properties from one category to another, or if you want a property to not be part of any category, to the top of the window.
+![](Images/blackboard-dragdrop-attribute.gif)
-## Property Nodes
+### Custom Attributes
+For each custom attribute you can:
+- **Rename**: all usage of the custom attribute will be updated automatically
+- **Change type**: all usage of the custom attribute will be updated automatically
+- **Add a description**: it will be displayed as a tooltip in the graph
-Property Nodes look slightly different to standard Nodes. They display the property name and a green dot if the property is exposed.
+### Built-in Attributes
+This section lists all available built-in attributes. The small locker icon on the right indicates that you cannot modify them.
+For each built-in attribute you have the follwing information:
+- Name
+- Type
+- Access (is it read-only or not)
+- Description
-You can expand them to use a sub-member of the property value.
+![Built-in Attributes](Images/blackboard-builtin-attributes.png)
-![PropertyNode](Images/PropertyNode.png)
+### Custom HLSL
+To avoid typo when writing [custom HLSL](CustomHLSL-Common.md) code, you can drag&drop an attribute inside the HLSL code editor (in Unity).
+
+## Common Features
+
+- **Duplicate**: you can duplicate a property or a custom attribute with the shortcut `Ctrl + D` (macOS: `Cmd + D`) or with the context menu
+- **Multi-Selection**: you can multi-select properties or custom attributes with `Shift + Click` or `Ctrl + Click`(macOS: `Cmd + Click`) and then drag&drop in the graph for instance
+- **Copy/Paste**: you can copy/paste properties and custom attributes across different VFX Graphs using `Ctrl + C` and `Ctrl + V`
+- **Hover Property**: if you hover a property, all corresponding nodes in the graph will get highlighted in orange
+And same if you hover a node in the graph, corresponding property will be highlighted in the blackboard.
+- **Hover Attribute**: if you hover an attribute, all nodes using it in the graph will get highlighted in orange
+And same if you hover a node in the graph, corresponding attributes will be highlighted in the blackboard.
+This applies for both custom and built-in attributes.
+- **Select unused**: when right clicking on categories (or at the top of the blackboard) a context menu offers options to select unused properties or unused custom attributes.
+This can be helpful when you want to cleanup your VFX.
-## Exposed Properties in the Inspector
+- ![Select Unused](Images/blackboard-unused.png)
-When you enable the **Exposed** setting for a property, the property becomes visible in the **Properties** section of the Inspector for a [Visual Effect](VisualEffectComponent.md). Properties appear in the same order and categories that you set in the Blackboard.
+> [!TIP]
+> A handy workflow for custom attribute is to duplicate a built-in attribute with `Ctrl + D` (macOS: `Cmd + D`).
+This will create a new custom attribute with a name like `orignalname_1` and with same type.
-![Properties-Inspector](Images/Properties-Inspector.png)
+## Filter
+Near the top of the blackboard, there are three tabs which let you filter which kind of elements to display:
+- **All**: Properties and Attributes are displayed
+- **Properties**: Only properties are displayed
+- **Attributes**: Only attributes are displayed
-### Overriding property values
+![Filter](Images/blackboard-filter.png)
-To edit a property value, you need to override it. To do this, enable the checkbox to the left of the property's name. When you enable this checkbox, the Visual Effect Graph uses the value that you specify in the Inspector. If you disable this checkbox, the Visual Effect Graph uses the default value that you set in the Blackboard.
+## Subgraph Category
+When dealing with a subgraph, the blackboard lets you specify a category that will be used in the node search.
+To change the category, double-click the sub-title of the blackboard and enter the desired category name, then validate using the `Return` key
-### Using Gizmos
+To create multiple category levels, use the `/` character. For example, `MySubgraphs/Math`.
-You can use Gizmos to edit certain advanced property types. To enable Gizmo editing, click the **Show Property Gizmos** button. To use a Gizmo to edit a compatible property, click the **Edit** button next to the property.
+![Blackboard-Category](Images/blackboard-subgraph.png)
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CustomHLSL.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-CustomHLSL.md
index a9616bf1c3d..b16d8f88d73 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CustomHLSL.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-CustomHLSL.md
@@ -3,7 +3,7 @@
Menu Path : **HLSL > Custom HLSL**
The **Custom HLSL** Block allows you to write an HLSL function that takes inputs and can read and write to particle attributes.
-For information about the Custom HLSL Operator and Custom HLSL Block, refer to [Custom HLSL Nodes](CustomHLSL-Common.md).
+For general information about Custom HLSL nodes, refer to [Custom HLSL Nodes](CustomHLSL-Common.md).
## Block compatibility
This Block is compatible with the following Contexts:
@@ -36,25 +36,25 @@ void ApplyGradient(inout VFXAttributes attributes, in VFXGradient gradient, in f
```
## Particle attributes
-Use the Custom HLSL Block block to alter any writable particle attribute with a custom algorithm.
+Use the Custom HLSL block to alter any writable particle attribute with a custom algorithm.
For performance reasons it's important for VFX Graph to detect which attributes are read and which are written.
-By convention the `VFXAttributes` function parameter is named `attributes` (like in the example above) but you can name it as you wish.
+By convention the `VFXAttributes` function's parameter is named `attributes` (like in the example above) but you can name it as you wish.
To find all available attributes and their access rights, refer to [reference attributes](Reference-Attributes.md).
## Use macros to generate random numbers
VFX Graph exposes the following macros that you can use to generate random numbers:
-| **Macro** | **Type** | **Description** |
-|--------------------|----------|--------------------------------------|
-| `VFXRAND` | float | Generate a random scalar value for each particle. |
-| `VFXRAND2` | float2 | Generate a random 2D vector value for each particle. |
-| `VFXRAND3` | float3 | Generate a random 3D vector value for each particle. |
-| `VFXRAND4` | float4 | Generate a random 4D vector value for each particle.|
-| `VFXFIXED_RAND` | float | Generate a random scalar value for each VFX Graph system. |
-| `VFXFIXED_RAND2` | float2 | Generate a random 2D vector value for each VFX Graph system. |
-| `VFXFIXED_RAND3` | float3 | Generate a random 3D vector value for each VFX Graph system. |
-| `VFXFIXED_RAND4` | float4 | Generate a random 4D vector value for each VFX Graph system. |
+| **Macro** | **Type** | **Description** |
+|----------------|----------|--------------------------------------------------------------|
+| VFXRAND | float | Generate a random scalar value for each particle. |
+| VFXRAND2 | float2 | Generate a random 2D vector value for each particle. |
+| VFXRAND3 | float3 | Generate a random 3D vector value for each particle. |
+| VFXRAND4 | float4 | Generate a random 4D vector value for each particle. |
+| VFXFIXED_RAND | float | Generate a random scalar value for each VFX Graph system. |
+| VFXFIXED_RAND2 | float2 | Generate a random 2D vector value for each VFX Graph system. |
+| VFXFIXED_RAND3 | float3 | Generate a random 3D vector value for each VFX Graph system. |
+| VFXFIXED_RAND4 | float4 | Generate a random 4D vector value for each VFX Graph system. |
To generate a random scalar value (range from 0 to 1) for each particle, use the following syntax:
@@ -64,9 +64,8 @@ float randomValue = VFXRAND;
## Use the same HLSL code in multiple VFX Graph systems
-
If you share the same HLSL code in multiple systems you may have compilation errors because the `VFXAttributes` may have different definition (depending on the particle layout).
-To overcome these compilation error you can wrap the function with conditional compilation macro specifying which attribute is required.
+To overcome this compilation error you can wrap the function with conditional compilation macro specifying which attribute is required.
For example, the following code uses `VFX_USE_COLOR_CURRENT` and `VFX_USE_VELOCITY_CURRENT` to check for the `velocity` and `color` attributes:
````csharp
#if defined(VFX_USE_COLOR_CURRENT) && defined(VFX_USE_VELOCITY_CURRENT)
@@ -77,3 +76,21 @@ void Speed(inout VFXAttributes attributes, in float speedFactor, in VFXGradient
}
#endif
````
+
+## Include other HLSL files
+You can include any valid HLSL file with the standard `#include` directive.
+The path to the included file can be:
+- **Relative** to the VFX asset where the block will be used
+- **Absolute** starting from the `Assets/` folder.
+- **Absolute** starting from the `Packages/` folder.
+
+For the Custom HLSL block, you can use the `#include` directive in both cases, embedded code or hlsl file.
+
+```c++
+#include "HLSL/common.hlsl"
+
+void SomeFunctionName(inout VFXAttributes attributes, in float someValue)
+{
+...
+}
+```
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-IncrementStripIndexOnStart.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-IncrementStripIndexOnStart.md
index 986524929f3..251755b829e 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-IncrementStripIndexOnStart.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-IncrementStripIndexOnStart.md
@@ -2,7 +2,7 @@
Menu Path: **Spawn > Custom > Increment Strip Index On Start**
-The **Increment Strip Index On Start** Block helps to manage the initialization of Particle Strips. A Particle Strip comprises of linked groups of particles and the number of these groups is defined by the strip's stripIndex attribute. This Block increments the Particle Strip's stripIndex attribute (unsigned integer) each time the start event of the Spawn Context triggers. This adds a new linked group of particles to the Particle Strip.
+The **Increment Strip Index On Start** Block helps to manage the initialization of Particle Strips. A Particle Strip comprises of linked groups of particles and the amount of these groups is defined by the strip's stripIndex attribute. Each particle with the same stripIndex attribute will a be part of the same strip, incrementing the stripIndex will create a new strip. This Block increments the Particle Strip's stripIndex attribute (unsigned integer) each time the start event of the Spawn Context triggers. This adds a new linked group of particles to the Particle Strip.
The stripIndex attribute returns to zero when a stop event triggers or if stripIndex reaches the **Strip Max Count**. This goes back to the first strip group index.
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(ChangeSpeed).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(ChangeSpeed).md
index adf7746ed54..335b9fb9d2e 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(ChangeSpeed).md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(ChangeSpeed).md
@@ -1,5 +1,7 @@
# Velocity from Direction & Speed (Change Speed)
+> [!IMPORTANT]
+> This feature is experimental. To use this feature, open the **Preferences** window, go to the **Visual Effects** tab, and enable **Experimental Operators/Blocks**.
Menu Path : **Velocity > [Set/Add] Velocity from Direction & Speed (Change Speed)**
The **Velocity from Direction And Speed : Change Speed** Block calculates a velocity for the particle based on the direction attribute.
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(NewDirection).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(NewDirection).md
index 663e65f8807..1b16ce6c763 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(NewDirection).md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(NewDirection).md
@@ -1,5 +1,8 @@
# Velocity from Direction & Speed (New Direction)
+> [!IMPORTANT]
+> This feature is experimental. To use this feature, open the **Preferences** window, go to the **Visual Effects** tab, and enable **Experimental Operators/Blocks**.
+
Menu Path : **Velocity > [Set/Add] Velocity from Direction & Speed (New Direction)**
The **Velocity from Direction And Speed (New Direction)** Block calculates a velocity for the particle based on a blend ratio between a given direction, and the direction attribute.
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(RandomDirection).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(RandomDirection).md
index cebf390f063..69da873c2b1 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(RandomDirection).md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(RandomDirection).md
@@ -1,5 +1,8 @@
# Velocity from Direction & Speed (Random Direction)
+> [!IMPORTANT]
+> This feature is experimental. To use this feature, open the **Preferences** window, go to the **Visual Effects** tab, and enable **Experimental Operators/Blocks**.
+
Menu Path : **Velocity > [Set/Add] Velocity from Direction & Speed (Random Direction)**
The **Velocity from Direction And Speed (Random Direction)** Block calculates a velocity for the particle based on a blend ratio between a random direction (per-particle), and the direction attribute.
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(Spherical).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(Spherical).md
index 303f16ffbe9..c9c6e5e2616 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(Spherical).md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(Spherical).md
@@ -1,5 +1,8 @@
# Velocity from Direction & Speed (Spherical)
+> [!IMPORTANT]
+> This feature is experimental. To use this feature, open the **Preferences** window, go to the **Visual Effects** tab, and enable **Experimental Operators/Blocks**.
+
Menu Path : **Velocity > [Set/Add] Velocity from Direction & Speed (Spherical)**
The **Velocity from Direction And Speed (Spherical)** Block calculates a velocity for the particle based on a blend ratio between the direction attribute and a spherical vector.
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(Tangent).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(Tangent).md
index a951cf12914..c9e6e6f332d 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(Tangent).md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-VelocityFromDirectionAndSpeed(Tangent).md
@@ -1,5 +1,8 @@
# Velocity from Direction & Speed (Tangent)
+> [!IMPORTANT]
+> This feature is experimental. To use this feature, open the **Preferences** window, go to the **Visual Effects** tab, and enable **Experimental Operators/Blocks**.
+
Menu Path : **Velocity > [Set/Add] Velocity from Direction & Speed (Tangent)**
The **Velocity from Direction And Speed (Tangent)** Block calculates a velocity for the particle based on a blend ratio between the direction attribute and a tangent vector.
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/CustomHLSL-Common.md b/Packages/com.unity.visualeffectgraph/Documentation~/CustomHLSL-Common.md
index 1e051b304e8..11d37b0c92c 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/CustomHLSL-Common.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/CustomHLSL-Common.md
@@ -1,9 +1,9 @@
## Custom HLSL Nodes (block and operator)
These Custom HLSL nodes let you execute custom HLSL code during particle simulation.
-You can use an [operator](Operator-CustomHLSL.md) for horizontal flow or [block](Block-CustomHLSL.md) for vertical flow (in contexts).
-To be valid and correctly interpreted by the VFX Graph some conventions must be adopted.
+You can use an [operator](Operator-CustomHLSL.md) for horizontal flow or a [block](Block-CustomHLSL.md) for vertical flow (in contexts).
+![Custom HLSL](Images/custom-hlsl.png)
## Node settings
| **Setting name** | UI | Location | Action |
@@ -14,17 +14,15 @@ To be valid and correctly interpreted by the VFX Graph some conventions must be
## HLSL Code
-The HLSL code can be either embedded in the node or an HLSL file can be used.
-In both cases you are allowed to include any other valid HLSL file (using #include "").
-You can also provide multiple functions in the same HLSL source (embedded or file), in this case, you'll have to pick the desired one in a choice list in the node.
+The HLSL code can be either **embedded** in the node or an **HLSL file** can be used.
+You can provide multiple functions in the same HLSL source (embedded or file), in this case, you'll have to pick the desired one in a choice list in the node.
+To be valid and correctly interpreted by the VFX Graph, some conventions must be adopted.
## Function declaration
To be properly recognized by VFX Graph the function must fulfill the following requirements:
- Return a supported type [Supported types](#Supported-types)
-- Each function parameter must have the `in`, `out` or `inout` access modifier
- Each function parameter must be of a [Supported types](#Supported-types)
- If you declare multiple functions, they must have unique names.
-- **Function can take a maximum of 4 parameters**
## Inline documentation
You can specify a tooltip for each function parameter using the three slash comment notation as shown below:
@@ -38,38 +36,65 @@ These comments must be right above the function declaration.
/// b: the tooltip for parameter b
float Distance(in float3 a, in float3 b)
{
- return distance(a, b);
+ return distance(a, b);
}
```
-You may want to write some helper function that you don't want to be exposed in the node's choice list. In that case, simply put this special comment:
+You may want to write a helper function that you don't want to be exposed in the node's choice list.
+In that case, simply put this special comment above the function declaration:
```csharp
/// Hidden
+float SomeFunction(in float a)
+{
+ ...
+}
```
+> [!IMPORTANT]
+> When you need to implement helper functions, you must use a HLSL file, not the embedded HLSL code.
## Supported types
-| **HLSL Type** | **Port Type** | **Description** |
-|-----------------------|----------------|-------------------------------------------------------|
-| **bool** | bool | A scalar value represented as a boolean. |
-| **uint** | uint | A scalar value represented as an unsigned integer. |
-| **int** | int | A scalar value represented as a integer. |
-| **float** | float | A scalar value represented as a float. |
-| **float2** | Vector2 | A structure containing two float. |
-| **float3** | Vector3 | A structure containing three float. |
-| **float4** | Vector4 | A structure containing four float. |
-| **float4x4** | Matrix4x4 | A structure representing a matrix. |
-| **VFXSampler2D** | Texture2D | A two-dimensional texture. |
-| **VFXSampler3D** | Texture3D | A three-dimensional texture. |
-| **VFXGradient** | Gradient | A structure that describes a gradient that can be sampled. |
-| **VFXCurve** | AnimationCurve | A structure that describes a curve that can be sampled. |
-| **StructuredBuffer** | GraphicsBuffer | A read-only buffer for storing an array of structures or basic HLSL data types. |
-| **ByteAddressBuffer** | GraphicsBuffer | A read-only raw buffer. |
+### Basic types
+
+| **HLSL Type** | **Port Type** | **Description** |
+|-----------------------|----------------|----------------------------------------------------------------------------------|
+| **bool** | bool | A scalar value represented as a boolean. |
+| **uint** | uint | A scalar value represented as an unsigned integer. |
+| **int** | int | A scalar value represented as a integer. |
+| **float** | float | A scalar value represented as a float. |
+| **float2** | Vector2 | A structure containing two float. |
+| **float3** | Vector3 | A structure containing three float. |
+| **float4** | Vector4 | A structure containing four float. |
+| **float4x4** | Matrix4x4 | A structure representing a matrix. |
+| **VFXGradient** | Gradient | A structure that describes a gradient that can be sampled. |
+| **VFXCurve** | AnimationCurve | A structure that describes a curve that can be sampled. |
+
+### Texture types
+
+| **HLSL Type** | **Port Type** | **Description** |
+|------------------------|------------------|----------------------------------------------------------------------------------|
+| **VFXSampler2D** | Texture2D | A structure containing a sampler state and a two-dimensional texture. |
+| **VFXSampler3D** | Texture3D | A structure containing a sampler state and a three-dimensional texture. |
+| **VFXSampler2DArray** | Texture2DArray | A structure containing a sampler state and an array of two-dimensional textures. |
+| **VFXSamplerCube** | TextureCube | A structure containing a sampler state and a cube texture. |
+
+### Buffers
+
+| **HLSL Type** | **Port Type** | **Description** |
+|-----------------------------|----------------|----------------------------------------------------------------------------------|
+| **StructuredBuffer** | GraphicsBuffer | A read-only buffer for storing an array of structures or basic HLSL data types. |
+| **ByteAddressBuffer** | GraphicsBuffer | A read-only raw buffer. |
+| **Buffer** | GraphicsBuffer | A read-only raw buffer for basic HLSL types. |
+| **AppendStructuredBuffer** | GraphicsBuffer | A read-only buffer where you can append new entries. |
+| **ConsumeStructuredBuffer** | GraphicsBuffer | A read-only buffer where you can remove entries. |
+| **RWBuffer** | GraphicsBuffer | A read-write raw buffer for basic HLSL types. |
+| **RWStructuredBuffer** | GraphicsBuffer | A read-write buffer for storing an array of structures or basic HLSL data types. |
+| **RWByteAddressBuffer** | GraphicsBuffer | A read-write raw buffer. |
## Sampling
### Textures
-To sample a texture you must use the VFX Graph structure called VFXSampler2D (or VFXSample3D) which is defined as shown below:
+The simplest way to sample a texture is to use the VFX Graph structure called VFXSampler2D (or VFXSample3D) which is defined as shown below:
```csharp
struct VFXSampler2D
{
@@ -77,7 +102,7 @@ struct VFXSampler2D
SamplerState s;
};
```
-The easiest way to sample a texture is to use a function provided by the VFX Graph common HLSL code: `SampleTexture(VFXSampler2D texure, float2 coordinates)`.
+VFX Graph provides this function: `float4 SampleTexture(VFXSampler2D texure, float2 coordinates)`.
But you can also use HLSL built-in functions to sample a texture using the VFXSampler2D fields.
In that case, since this is used in a compute shader you must specify which mipmap level to sample (use `SampleLevel` for instance).
@@ -85,24 +110,35 @@ In that case, since this is used in a compute shader you must specify which mipm
You can use two types of buffers: `ByteAddressBuffer` and `StructuredBuffer<>`.
In both cases the usage is the same as in any HLSL code:
- `ByteAddressBuffer`: use the `Load` function
-````csharp
+```csharp
uint char = buffer.Load(attributes.particleId % count);
-````
+```
- `StructuredBuffer<>`: use classic index accessor
-````csharp
+```csharp
float angle = phase + freq * buffer[attributes.particleId % bufferSize];
-````
+```
### Gradient
Gradients are handled specifically in VFX Graph (they are packed in a single texture) so you must use a dedicated function to sample them.
Here is the function definition: `SampleGradient(VFXGradient gradient, float t)`
-````csharp
+```csharp
float3 color = SampleGradient(grad, t);
-````
+```
### Curve
Sampling a curve is really similar to sampling a gradient.
Here is the function definition: `SampleCurve(VFXCurve curve, float t)`
-````csharp
+```csharp
float r = SampleCurve(curve, t);
-````
+```
+
+## HLSL Code Editor
+You can edit your HLSL code directly inside Unity Editor by clicking the `Edit` button on the node in the graph (see screenshot [above](#custom-hlsl-nodes-block-and-operator)).
+The HLSL Code Editor supports the following shortcuts:
+- `Ctrl + Z` and `Ctrl + Y` for Undo/Redo (independent from the Unity Editor undo stack)
+- `Ctrl + S` to save the current HLSL code
+- `Ctrl + Mouse Wheel` to change the font size
+
+>If you need to write down the name of a particle attribute, you can drag&drop drop the attribute from the blackboard to the code editor. This way you avoid any risk of typo.
+
+![Custom HLSL Editor](Images/custom-hlsl-editor.png)
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/ExperimentalFeatures.md b/Packages/com.unity.visualeffectgraph/Documentation~/ExperimentalFeatures.md
index 7ba4280f9a3..e39ba2d7817 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/ExperimentalFeatures.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/ExperimentalFeatures.md
@@ -4,7 +4,7 @@ Some features in Visual Effect Graph are in an experimental state, because impro
By default, experimental features are disabled, meaning that they do not appear in the search results when you create Blocks, operators, or Contexts.
-To enable experimental features, go to **Edit** > **Preferences** > **Visual Effects** and enable **Experimental Operators/Blockers**. This gives you access to all nodes marked as experimental in the graph.
+To enable experimental features, go to **Edit** > [**Preferences**](VisualEffectPreferences.md) > **Visual Effects** and enable **Experimental Operators/Blockers**. This gives you access to all nodes marked as experimental in the graph.
![](Images/Experimental-features-enable.png)
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diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-CustomHLSL.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-CustomHLSL.md
index 65d79380eb0..3eb137a2ce1 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-CustomHLSL.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-CustomHLSL.md
@@ -3,14 +3,16 @@
Menu Path : **Operator > HLSL > Custom HLSL**
The **Custom HLSL Operator** allows you to write an HLSL function that takes **inputs** and produce **outputs**.
-See common documentation for *Custom HLSL Operator* and *Custom HLSL Block* [here](CustomHLSL-Common.md).
+For general information about Custom HLSL nodes, refer to [Custom HLSL Nodes](CustomHLSL-Common.md).
-## Function specific constraints
-- Return type cannot be `void`
-- Function parameters must not be of type `VFXAttributes`
+## Specific constraints
+- Function must either return a value or have at least one out/inout parameter
+- Function do not support parameters of type `VFXAttributes`
+- **Function can take a maximum of 4 parameters**
-To each function parameter will match an operator input, and the return value will match the operator output.
-If you use the access modifier `out` or `inout` for some input parameters, then they will also generate an output port.
+Each function parameter with no access modifier or `in`/`inout` access modifier will match an input port.
+The return value will match the operator output.
+If you use the access modifier `out` or `inout` for some function parameters, then they will generate an output port.
Here is an example of a valid function declaration:
```csharp
@@ -40,3 +42,31 @@ float Distance(in float3 a, in float3 b)
return distance(a, b);
}
```
+
+You can also give a name to the output for the return value.
+In the sample below, the output port in the graph will be named `sqr`
+```csharp
+/// return: sqr
+float Square(in float t)
+{
+ return t * t;
+}
+```
+
+## Include other HLSL files
+You can include any valid HLSL file with the standard `#include` directive.
+The path to the included file can be:
+- **Relative** to the VFX asset where the block will be used
+- **Absolute** starting from the `Assets/` folder.
+- **Absolute** starting from the `Packages/` folder.
+
+For the Custom HLSL operator, the `#include` directive is only supported when used with hlsl file (not embedded code).
+
+```c++
+#include "HLSL/common.hlsl"
+
+float SomeFunctionName(in float someValue)
+{
+ // use any function or variable declared in the included file
+}
+```
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-GetAttributeParticleCountInStrip.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-GetAttributeParticleCountInStrip.md
index 1708be127ea..1dd65640b2d 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-GetAttributeParticleCountInStrip.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-GetAttributeParticleCountInStrip.md
@@ -15,3 +15,5 @@ The **Get Attribute: particleCountInStrip** returns the particleCountInStrip, wh
## Details
The value the attribute returns uses the system’s space (either local-space or world-space).
+
+This operator can return wrong values when used in the Initialize context, if the strip index property is not constant.
\ No newline at end of file
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-PointCache.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-PointCache.md
index e2193371eb2..847cbdc38c1 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-PointCache.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-PointCache.md
@@ -1,5 +1,8 @@
# Point Cache
+> [!IMPORTANT]
+> This feature is experimental. To use this feature, open the **Preferences** window, go to the **Visual Effects** tab, and enable **Experimental Operators/Blocks**.
+
Menu Path : **Operator > Utility > Point Cache**
The **Point Cache** Operator exposes the attribute maps and the point count stored into a [Point Cache asset](point-cache-asset.md).
@@ -22,3 +25,5 @@ Based on the **Asset**, the number of AttributeMap outputs changes to match the
## Remarks
If the attribute this Operator is trying to read from has not been written to, it returns the default standard value for its type.
+
+You can use the [Point Cache Bake Tool](point-cache-bake-tool.md) provided by VFX Graph to generate point cache from meshes or textures.
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-ProbabilitySampling.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-ProbabilitySampling.md
deleted file mode 100644
index d64d16167d1..00000000000
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-ProbabilitySampling.md
+++ /dev/null
@@ -1,130 +0,0 @@
-# Probability Sampling
-
-
-
-Menu Path : **Operator > Logic > Probability Sampling**
-
-The **Probability Sampling** Operator performs a kind of switch/case operation where a weight controls the probability of selecting a case. If all weights are equal, this Operator produces a uniform distribution of the different output values.
-
-![img](Images/Operator-ProbabilitySamplingExample.gif)
-
-## Operator settings
-
-| **Setting** | **Description** |
-| --------------------- | ------------------------------------------------------------ |
-| **Integrated Random** | (**Inspector**) Specifies whether this Operator generates the random number itself, or if it allows you to input a custom random number instead. |
-| **Seed** | Defines the scope of the random number. For more information, see [Random Number](Operator-RandomNumber.md#oprerator-settings). This setting only appears if you enable **Integrated Random**. |
-| **Constant** | Specifies whether the generated random number is constant or not. For more information, see [Random Number](Operator-RandomNumber.md#oprerator-settings). This setting only appears if you enable **Integrated Random**. |
-| **Entry Count** | The number of cases to test. The maximum value is **32**. |
-
-## Operator properties
-
-| **Input** | **Type** | **Description** |
-| ------------ | --------------------------------------- | ------------------------------------------------------------ |
-| **Weight 0** | float | The weight for the first value. The larger this value is compared to the rest of the weights, the higher the chance the Operator selects the first value. |
-| **Value 0** | [Configurable](#operator-configuration) | The value to output if the Operator selects **Weight 0**. |
-| **Weight 1** | float | The weight for the second value. The larger this value is compared to the rest of the weights, the higher the chance the Operator selects the second value. |
-| **Value 1** | [Configurable](#operator-configuration) | The value to output if the Operator selects **Weight 1**. |
-| **Weight N** | float | To expose more cases, increase the **Entry Count**. |
-| **Value N** | [Configurable](#operator-configuration) | To expose more cases, increase the **Entry Count**. |
-| **Rand** | float | The value this Operator uses to choose a value from amongst the weights. This should be between **0** and **1**.This property only appears if you disable **Integrated Random**. |
-| **Hash** | uint | The value this Operator uses to create a constant random value. This property only appears if you enable **Constant**. |
-
-| **Output** | **Type** | **Description** |
-| ---------- | --------------------------------------- | ------------------------------------------------------------ |
-| **Output** | [Configurable](#operator-configuration) | The value where the corresponding case entry is equal to **Input** value or, if there isn’t any match, **Default**. |
-
-## Operator configuration
-
-To view the Node's configuration, click the **cog** icon in the Node's header.
-
-| **Property** | **Description** |
-| ------------ | ------------------------------------------------------------ |
-| **Type** | The value type this Operator uses. For the list of types this property supports, see [Available types](#available-types). |
-
-### Available types
-
-You can use the following types for your **Input values** and **Output** ports:
-
-- **Bool**
-- **Int**
-- **Uint**
-- **Float**
-- **Vector2**
-- **Vector3**
-- **Vector4**
-- **Gradient**
-- **AnimationCurve**
-- **Matrix**
-- **OrientedBox**
-- **Color**
-- **Direction**
-- **Position**
-- **Vector**
-- **Transform**
-- **Circle**
-- **ArcCircle**
-- **Sphere**
-- **ArcSphere**
-- **AABox**
-- **Plane**
-- **Cylinder**
-- **Cone**
-- **ArcCone**
-- **Torus**
-- **ArcTorus**
-- **Line**
-- **Flipbook**
-- **Camera**
-
-This list does not include any type that corresponds to a buffer or texture because it is not possible to assign these types as local variables in generated HLSL code.
-
-## Details
-
-The internal algorithm of this Operator can be described by this sample code :
-
-```
-//Input
-
-float[] weight = { 0.2f, 1.2f, 0.7f };
-
-char[] values = { 'a', 'b', 'c' };
-
-//Compute prefix sum of height
-
-float[] prefixSumOfWeight = new float[height.Length];
-
-prefixSumOfHeight[0] = weight[0];
-
-for (int i = 1; i < weight.Length; ++i)
-
- prefixSumOfHeight[i] = weight[i] + weight[i - 1];
-
-//Pick a random value [0, sum of all height]
-
-var rand = Random.Range(0.0f, weight[weight.Length - 1]);
-
-//Evaluate probability sampling
-
-char r = 'z';
-
-for (int i = 0; i < weight.Length; ++i)
-
-{
-
- if (rand < prefixSumOfWeight[i] || i == weight.Length - 1)
-
- {
-
- r = values[i];
-
- break;
-
- }
-
-}
-
-//Output
-
-Debug.Log("Result : " + r.ToString());
-```
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RandomNumber.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RandomNumber.md
index bfe1e04ed7e..97c47089d36 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RandomNumber.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RandomNumber.md
@@ -8,21 +8,53 @@ You can define the scope of the Operator to generate random values on a per-part
Note that every random number this Operator generates also depends on the global seed in the Visual Effect component. Running the same effect with the same seed allows for deterministic behavior in random number generations.
+
+
## Operator settings
| **Property** | **Type** | **Description** |
| ------------ | -------- | ------------------------------------------------------------ |
-| **Seed** | Enum | Defines the scope of the random number. The options are: •**Per Particle**: The Operator generates a different number every time. •**Per Component**: The Operator generates a random number every frame and uses it for every particle in the same component. •**Per Particle Strip**: The Operator generates the same number every time based on the value in the **Seed** input port. If you use this option, the Operator implicitly enables **Constant** and does not allow you to disable it. |
+| **Seed** | Enum | Defines the scope of the random number. The options are: •**Per Particle**: The Operator generates a different number every time. •**Per VFX Component**: The Operator generates a random number every frame and uses it for every particle in the same component. •**Per Particle Strip**: The Operator generates the same number every time based on the value in the **Seed** input port. If you use this option, the Operator implicitly enables **Constant** and does not allow you to disable it. |
| **Constant** | boolean | Specifies whether the generated random number is constant or not. When enabled, the Operator generates the same number every time based on the **Seed** Operator property. This setting only appears if you set **Seed** to **Per Particle** or **Per Component**. If you set **Seed** to **Per Particle Strip**, the Operator implicitly enables this setting and does not allow you to disable it. |
+| **Output** | **Type** | **Description** |
+| ---------- | --------------------------------------- | ------------------------------------- |
+| **Output** | [Configurable](#operator-configuration) | The output random per axis dimension. |
+
+
+
## Operator properties
-| **Input** | **Type** | **Description** |
-| --------- | -------- | ------------------------------------------------------------ |
-| **Min** | float | The minimum value of the generated random number |
-| **Max** | float | The maximum value of the generated random number |
-| **Seed** | uint | Specifies a seed that the Operator uses to generate random values. This property only appears is you enable **Constant**. |
+| **Input** | **Type** | **Description** |
+| -------------------- | -------- | ------------------------------------------------------------ |
+| **Min** | float | The minimum value of the generated random number |
+| **Max** | float | The maximum value of the generated random number |
+| **Seed** | uint | Specifies a seed that the Operator uses to generate random values. This property only appears if you enable **Constant**. If output type has more than one dimension and **Independent Seed** is enabled then there will be one **Seed** for every single channel. If two seed are equals, the result random value will be identical in this mode. |
+| **Independent Seed** | bool | When enabled, you can customize Seed per channel, otherwise Seed is randomly generated for each channel. This property only appears if output type has more than one dimension. |
| **Output** | **Type** | **Description** |
| ---------- | -------- | -------------------------------------------------------- |
| **r** | float | The generated random number between **Min** and **Max**. |
+
+## Operator configuration
+
+To view the Node's configuration, click the **cog** icon in the Node's header.
+
+| **Property** | **Description** |
+| ------------ | ------------------------------------------------------------ |
+| **Type** | The value type this Operator uses. For the list of types this property supports, see [Available types](#available-types). |
+
+
+
+### Available types
+
+You can use the following types:
+
+- **Float**
+- **Vector2**
+- **Vector3**
+- **Vector4**
+- **Color**
+- **Bool**
+- **Int**
+- **Uint**
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RandomSelectorWeighted.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RandomSelectorWeighted.md
new file mode 100644
index 00000000000..dc210e4ed38
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RandomSelectorWeighted.md
@@ -0,0 +1,116 @@
+# Random Selector Weighted
+
+
+
+Menu Path : **Operator > Logic > Random Selector Weighted**
+
+The **Random Selector Weighted** Operator performs a kind of switch/case operation where a weight controls the probability of selecting a case. If all weights are equal, this Operator produces a uniform distribution of the different output values.
+
+
+
+## Operator settings
+
+| **Setting** | **Description** |
+| ------------------ | ------------------------------------------------------------ |
+| **Mode** | (**Inspector**) Specifies whether this Operator generates the random number itself, or if it allows you to input a custom random number instead. |
+| **Seed** | Defines the scope of the random number. For more information, see [Random Number](Operator-RandomNumber.md#oprerator-settings). This setting only appears if you enable **Mode** to **Random**. |
+| **Constant** | Specifies whether the generated random number is constant or not. For more information, see [Random Number](Operator-RandomNumber.md#oprerator-settings). This setting only appears if you enable **Mode** to **Random**. |
+| **Entry Count** | The number of cases to test. The maximum value is **32**. |
+| **Weighted** | (**Inspector**) When enables, reveals the weight values associated on each entry. If Weighted is disable then considers all weight equals. |
+| **Clamp Weighted** | (**Inspector**) Restrict weight to be clamped between 0 and 1 range. |
+
+## Operator properties
+
+| **Input** | **Type** | **Description** |
+| ------------ | --------------------------------------- | ------------------------------------------------------------ |
+| **Weight 0** | float | The weight for the first value. The larger this value is compared to the rest of the weights, the higher the chance the Operator selects the first value. The property only appears if you enable **Weighted**. |
+| **Value 0** | [Configurable](#operator-configuration) | The value to output if the Operator selects **Weight 0**. |
+| **Weight 1** | float | The weight for the second value. The larger this value is compared to the rest of the weights, the higher the chance the Operator selects the second value. The property only appears if you enable **Weighted**. |
+| **Value 1** | [Configurable](#operator-configuration) | The value to output if the Operator selects **Weight 1**. |
+| **Weight N** | float | To expose more cases, increase the **Entry Count**. |
+| **Value N** | [Configurable](#operator-configuration) | To expose more cases, increase the **Entry Count**. |
+| **S** | float | The value this Operator uses to choose a value from amongst the weights. This should be between **0** and **1**.This property only appears if you disable **Mode** to **Custom**. |
+| **Seed** | uint | The value this Operator uses to create a constant random value. This property only appears if you enable **Constant**. |
+
+| **Output** | **Type** | **Description** |
+| ---------- | --------------------------------------- | ------------------------------------------------------------ |
+| **Output** | [Configurable](#operator-configuration) | The value where the corresponding case entry is equal to **Input** value or, if there isn’t any match, **Default**. |
+
+## Operator configuration
+
+To view the Node's configuration, click the **cog** icon in the Node's header.
+
+| **Property** | **Description** |
+| ------------ | ------------------------------------------------------------ |
+| **Type** | The value type this Operator uses. For the list of types this property supports, see [Available types](#available-types). |
+
+### Available types
+
+You can use the following types for your **Input values** and **Output** ports:
+
+- **Bool**
+- **Int**
+- **Uint**
+- **Float**
+- **Vector2**
+- **Vector3**
+- **Vector4**
+- **Gradient**
+- **AnimationCurve**
+- **Matrix**
+- **OrientedBox**
+- **Color**
+- **Direction**
+- **Position**
+- **Vector**
+- **Transform**
+- **Circle**
+- **ArcCircle**
+- **Sphere**
+- **ArcSphere**
+- **AABox**
+- **Plane**
+- **Cylinder**
+- **Cone**
+- **ArcCone**
+- **Torus**
+- **ArcTorus**
+- **Line**
+- **Flipbook**
+- **Camera**
+
+This list does not include any type that corresponds to a buffer or texture because it is not possible to assign these types as local variables in generated HLSL code.
+
+## Details
+
+The internal algorithm of this Operator can be described by this sample code :
+
+```
+//Input
+float[] weight = { 0.2f, 1.2f, 0.7f };
+char[] values = { 'a', 'b', 'c' };
+
+//Compute prefix sum of height
+float[] prefixSumOfWeight = new float[height.Length];
+prefixSumOfHeight[0] = weight[0];
+
+for (int i = 1; i < weight.Length; ++i)
+ prefixSumOfHeight[i] = weight[i] + weight[i - 1];
+
+//Pick a random value [0, sum of all height]
+var rand = Random.Range(0.0f, weight[weight.Length - 1]);
+
+//Evaluate probability sampling
+char r = 'z';
+for (int i = 0; i < weight.Length; ++i)
+{
+ if (rand < prefixSumOfWeight[i] || i == weight.Length - 1)
+ {
+ r = values[i];
+ break;
+ }
+}
+
+//Output
+Debug.Log("Result : " + r.ToString());
+```
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RatioOverStrip.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RatioOverStrip.md
new file mode 100644
index 00000000000..2cd21833de8
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-RatioOverStrip.md
@@ -0,0 +1,19 @@
+# Ratio Over Strip
+
+Menu Path : **Operator > Attribute > Ratio Over Strip**
+
+The **Ratio Over Strip** Operator returns the ratio of the particle index relative to the total count of particles in that strip, as a value between 0.0 and 1.0.
+
+```
+t = particleIndexInStrip / (particleCountInStrip - 1)
+```
+
+## Operator properties
+
+| **Output** | **Type** | **Description** |
+| ---------- | -------- | ------------------------------------------------- |
+| **t** | float | The ratio of the particle index relative to the total particle count in that strip. |
+
+## Details
+
+If the system you use this Operator in does not have strips, Unity returns 0 instead.
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SampleAttributeMap.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SampleAttributeMap.md
index 2fbb49b1f47..7599862a42e 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SampleAttributeMap.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SampleAttributeMap.md
@@ -1,5 +1,8 @@
# Sample Attribute Map
+> [!IMPORTANT]
+> This feature is experimental. To use this feature, open the **Preferences** window, go to the **Visual Effects** tab, and enable **Experimental Operators/Blocks**.
+
**Menu Path : Operator > Sampling > Attribute Map**
The Sample Attribute Map Operator enables you to sample an [attribute map](point-cache-in-vfx-graph.md#attribute-map) from a [Point Cache](point-cache-in-vfx-graph.md).
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Properties.md b/Packages/com.unity.visualeffectgraph/Documentation~/Properties.md
index e14160a3c58..98f2aea80af 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Properties.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Properties.md
@@ -59,13 +59,14 @@ For Example, a Position type carries a Vector3 value and a Spaceable Property. I
Depending on the [System Simulation Space](Systems.md#system-spaces), the value will be automatically transformed to the simulation space if required.
-> Tip: You can use the Change Space Operator to manually change a Property Space.
+> [!TIP]
+> You can use the Change Space Operator to manually change a Property Space.
## Property Nodes
Property Nodes are [Operators](Operators.md) that give access to Graph-Wide Properties defined in the [Blackboard](Blackboard.md). These properties allow you to reuse the same value throughout the graph at different places.
-![](Images/PropertyNodes.png)
+![](Images/PropertyNode.png)
* Property Nodes display a Green dot left to the Property name if the property is exposed.
* To create a Property Node:
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/PropertyBinders.md b/Packages/com.unity.visualeffectgraph/Documentation~/PropertyBinders.md
index 5ea05be5bc8..2b022969cb1 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/PropertyBinders.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/PropertyBinders.md
@@ -12,29 +12,34 @@ You can add Property Binders through a common MonoBehaviour called **VFX Propert
You can also add Property binders through the **Add Component** menu. Unity creates a VFX Property Binder component automatically if one does not already exist.
+
+![](Images/PropertyBinder_example.png)
+>Here is an example of using Property Binder to bind Game Object's **transform** and **position** to VFX graph's exposed properties of similar type.
+
+
## Built-in Property Binders
The Visual Effect Graph package comes with the following built-in property binders:
* Audio
- * **Audio Spectrum to AttributeMap :** Bakes the Audio Spectrum to an Attribute map and binds it to a Texture2D and uint Count properties.
+ * **Audio Spectrum to AttributeMap**: Bakes the Audio Spectrum to an Attribute map and binds it to a Texture2D and uint Count properties.
* GameObject:
- * **Enabled** : Binds the Enabled flag of a Game Object to a bool property.
+ * **Enabled**: Binds the Enabled flag of a Game Object to a bool property.
* Point Cache:
- * **Hierarchy to AttributeMap** : Binds positions an target positions of a hierarchy of transforms to Texture2Ds AttributeMaps and uint Count.
+ * **Hierarchy to AttributeMap**: Binds positions and target positions of a hierarchy of transforms to Texture2Ds AttributeMaps and uint Count.
* **Multiple Position Binder**: Binds positions of a list of transforms to a Texture2D AttributeMap and uint Count.
* Input:
- * **Axis** : Binds the float value of an Input Axis to a float property.
- * **Button** : Binds the bool value of a button press state to a bool property.
- * **Key** : Binds the bool value of a keyboard key press state to a bool property.
- * **Mouse** : Binds the general values of a mouse (Position, Velocity, Clicks) to exposed properties.
- * **Touch** : Binds a input values of a Touch Input (Position, Velocity) to exposed properties.
+ * **Axis**: Binds the float value of an Input Axis to a float property.
+ * **Button**: Binds the bool value of a button press state to a bool property.
+ * **Key**: Binds the bool value of a keyboard key press state to a bool property.
+ * **Mouse**: Binds the general values of a mouse (Position, Velocity, Clicks) to exposed properties.
+ * **Touch**: Binds a input values of a Touch Input (Position, Velocity) to exposed properties.
* Utility:
- * **Light** : Binds Light Properties (Color, Brightness, Radius) to exposed properties.
- * **Plane** : Binds Plane Properties (Position, Normal) to exposed properties.
- * **Terrain** : Binds Terrain Properties (Size, Height Map) to exposed properties.
+ * **Light**: Binds Light Properties (Color, Brightness, Radius) to exposed properties.
+ * **Plane**: Binds Plane Properties (Position, Normal) to exposed properties.
+ * **Terrain**: Binds Terrain Properties (Size, Height Map) to exposed properties.
* Transform:
- * **Position**: Binds game object position to vector exposed property.
+ * **Position**: Binds game object position to vector exposed property. In the binder, you need to add "*_position*" at the end of your property name for it to work as espected.
* **Position (previous)**: Binds previous game object position to vector exposed property.
* **Transform**: Binds game object transform to transform exposed property.
* **Velocity**: Binds game object velocity to vector exposed property.
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md b/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md
index c8f19c15c3d..e8c394b5b7e 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md
@@ -253,7 +253,6 @@
* [Nor](Operator-LogicNor.md)
* [Not](Operator-LogicNot.md)
* [Or](Operator-LogicOr.md)
- * [Probability Sampling](Operator-ProbabilitySampling.md)
* [Switch](Operator-Switch.md)
* Math
* Arithmetic
@@ -355,6 +354,7 @@
* [Value Noise](Operator-ValueNoise.md)
* Random
* [Random Number](Operator-RandomNumber.md)
+ * [Random Selector](Operator-RandomSelectorWeighted.md)
* Sampling
* [Buffer Count](Operator-BufferCount.md)
* [Get Mesh Index Count](Operator-MeshIndexCount.md)
@@ -385,6 +385,7 @@
* [Sample Texture3D](Operator-SampleTexture3D.md)
* [Sample TextureCube](Operator-SampleTextureCube.md)
* [Sample TextureCubeArray](Operator-SampleTextureCubeArray.md)
+ * [Sample Attribute Map](Operator-SampleAttributeMap.md)
* Spawn
* [Spawn State](Operator-SpawnState.md)
* Utility
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Type-Direction.md b/Packages/com.unity.visualeffectgraph/Documentation~/Type-Direction.md
index c69a256c9d7..a01bb7666f2 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/Type-Direction.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/Type-Direction.md
@@ -1,6 +1,6 @@
# Direction
-A world-space or local-space three-component direction vector.
+A world-space or local-space three-component direction vector. It indicates the initial orientation of the particle and is commonly used with blocks like [Set Velocity from Direction & Speed](Block-VelocityFromDirectionAndSpeed(ChangeSpeed).md) and [Set Position (Sphere)](Block-SetPosition(Sphere).md), [Set Position (Cone)](Block-SetPosition(Cone).md) where direction is set by shape's underlying surface normals.
## Properties
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectComponent.md b/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectComponent.md
index 57adcb43620..e16a63edb69 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectComponent.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectComponent.md
@@ -1,6 +1,6 @@
# Visual Effect (Component)
-The Visual Effect Component creates an instance of a Visual Effect in the scene, based on a Visual Effect Graph Asset. It controls how the effect plays, renders and let the user customize the instance by editing [Exposed Properties](PropertiesAndBlackboard.md#exposed-properties).
+The Visual Effect Component creates an instance of a Visual Effect in the scene, based on a Visual Effect Graph Asset. It controls how the effect plays, renders and let the user customize the instance by editing [Exposed Properties](Blackboard.md#creating-properties).
## How to create a Visual Effect
diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/visual-effect-bounds.md b/Packages/com.unity.visualeffectgraph/Documentation~/visual-effect-bounds.md
index 09e5faa9ed7..1df6074f2a0 100644
--- a/Packages/com.unity.visualeffectgraph/Documentation~/visual-effect-bounds.md
+++ b/Packages/com.unity.visualeffectgraph/Documentation~/visual-effect-bounds.md
@@ -1,20 +1,31 @@
-# Visual effect bounds
+# Visual Effect Bounds
Unity uses the bounds of a visual effect to determine whether to render it or not. If a camera can't see the bounds of an effect, then it culls and doesn't render the effect. The cumulative bounds of each System within a visual effect define the bounds of the visual effect. It's important that the bounds of each System correctly encapsulate the System:
- If the bounds are too large, cameras process the visual effect even if individual particles aren't on screen. This results in wasted resources.
- If the bounds are too small, Unity may cull the visual effect even if some of the effect's particles are still on screen.
-Each System in a visual effect defines its bounds in the [Initialize Context](Context-Initialize.md). By default, Unity calculates the bounds of each System automatically, but you can change this behavior and use other methods to define the bounds. The Initialize Context's **Bounds Setting Mode** property controls the method the visual effect uses. The bound calculation methods are:
+**Culling Flags** can be set in the [Visual Effect Asset Inspector](VisualEffectGraphAsset.md#visual-effect-asset-inspector). The [Culling state](performance-debug-panel.md#particle-system-info) of a system can be known using the [Profiling and Debug Panel](performance-debug-panel.md)
-- **Manual**: You set the bounds directly in the Initialize Context. You can calculate the bounds dynamically using Operators and send the output to the Initialize Context's **Bounds** input ports.
+Each System in a visual effect defines its bounds in the [Initialize Context](Context-Initialize.md). By default, Recorded mode is enabled and default values are used to set bounds, waiting to be overwritten with a recording, but you can change this behavior and use other methods to define the bounds. The Initialize Context's **Bounds Setting Mode** property controls the method the visual effect uses. The bounds calculation methods are:
+
+- **Manual**: You set the bounds directly in the Initialize Context. You can calculate the bounds dynamically using Operators and send the output to the Initialize Context's **Bounds** input ports. Bounds are compatible with [AABox type](Type-AABox.md) Operators or Properties.
- **Recorded**: Allows you to record the System from the VFX Control panel. For information on how to do this, see [Bounds Recording](#bounds-recording). In this mode, you can also calculate the bounds using Operators and pass them to the Initialize Context, like in **Manual**. This overrides any recorded bounds.
-- **Automatic**: Unity calculates the bounds automatically. Note: This will force the culling flags of the VFX asset to "Always recompute bounds and simulate".
+- **Automatic**: Unity calculates the bounds automatically. Note: This will force the culling flags of the VFX asset to "Always recompute bounds and simulate". Automatic bounds calculations can have a negative impact on performances and are not recommended when possible to avoid.
+
+![](Images/Bounds-Init.png)
+
+The Initialize Context also contains a **Bounds Padding** input port. This is a Vector3 that enlarges the per-axis bounds of the System. If a System uses **Automatic** bounds or a recording is in progress in **Recorded** mode, Unity calculates the bounds of the System during the Update Context. This means that any changes to the size, position, scale, or pivot of particles that occur in the Output Context don't affect the bounds during that frame. Adding padding to the bounds helps to mitigate this effect.
-The Initialize Context also contains a **Bounds Padding** input port. This is a Vector3 that enlarges the per-axis bounds of the System. If a System uses **Recorded** or **Automatic** bounds, Unity calculates the bounds of the System during the Update Context. This means that any changes to the size, position, scale, or pivot of particles that occur in the Output Context don't affect the bounds during that frame. Adding padding to the bounds helps to mitigate this effect.
## Bounds recording
-The [Target Visual Effect GameObject panel](VisualEffectGraphWindow.md#target-visual-effect-gameobject) in the Visual Effect Graph window includes the **Bounds Recording** section which helps you set the bounds of your Systems. If you set a System's **Bounds Setting Mode** to **Recorded**, the tool calculates the bounds of the System as the visual effect plays.
+The [VFX Control panel](VisualEffectGraphWindow.md#vfx-control) in the Visual Effect Graph window includes the **Bounds Recording** section which helps you set the bounds of your Systems. If you set a System's **Bounds Setting Mode** to **Recorded**, the tool calculates the bounds of the System as the visual effect plays.
+
+You can click on the icon at the top right corner of the [Toolbar](VisualEffectGraphWindow.md#toolbar) to open the VFX Control panel.
+
+![](Images/ControlPanelIcon.png)
+
+Then, you will need to have an [attached VFX from the scene](GettingStarted.md#attaching-a-visual-effect-from-the-scene-to-the-current-graph) to properly use VFX Control panel's functionnalities. Once done, you can click on the red recording button to start recording your bounds to match your particles behavior.
![](Images/Bounds-Not-Recording.png)
@@ -30,4 +41,4 @@ You can visualize the bounds that the recorder is saving. When the recorder is a
> A visual effect and a preview of the bounds Unity is recording.
-While recording, you can **Pause**, **Play**, **Restart**, or event change the **Play Rate**. This enables you to speed up the recording or simulate various spawn positions. When you are happy with the calculated bounds, click **Apply Bounds** to apply the recorded bounds to the System.
\ No newline at end of file
+While recording, you can **Pause**, **Play**, **Restart**, or event change the **Play Rate**. This enables you to speed up the recording or simulate various spawn positions. When you are happy with the calculated bounds, click **Apply Bounds** to apply the recorded bounds to the System. Applying recorded bounds can be done during or after the recording. To end the recording, click a second time on the recording button.
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs b/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
index b9f131ec1f9..ec4c91fdc1c 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
@@ -1070,7 +1070,7 @@ internal static IEnumerable GetInstancingAdditionalDefines(VFXContext co
}
else
{
- if (particleData.IsAttributeStored(VFXAttribute.Alive))
+ if (particleData.IsAttributeStored(VFXAttribute.Alive) || particleData.hasStrip)
{
yield return "#define VFX_INSTANCING_FIXED_SIZE " + Math.Max(particleData.alignedCapacity, nbThreadsPerGroup);
}
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs b/Packages/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs
index 4489c39b945..c5148cbba60 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs
@@ -207,6 +207,9 @@ public static VFXTypeAttribute GetAttributeFromSlotType(Type type)
public static VFXModelDescriptor GetSlot(System.Type type)
{
+ if (type == null)
+ return null;
+
LoadSlotsIfNeeded();
VFXModelDescriptor desc;
m_SlotDescs.TryGetValue(type, out desc);
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Core/VFXSerializer.cs b/Packages/com.unity.visualeffectgraph/Editor/Core/VFXSerializer.cs
index 07931929798..36eca60d439 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Core/VFXSerializer.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Core/VFXSerializer.cs
@@ -49,7 +49,12 @@ public virtual void OnAfterDeserialize()
public static Type GetType(string name)
{
- return Type.GetType(name);
+ var type = Type.GetType(name);
+ if (type == null
+ && !string.IsNullOrEmpty(name)
+ && !name.Contains("Unity.VisualEffectGraph.Runtime,", StringComparison.InvariantCulture)) //Don't log error from actual VFX package like IncrementStripIndexOnStart sanitization is handled automatically for those
+ Debug.LogErrorFormat("Unable to find type: {0}", name);
+ return type;
}
public override bool Equals(object obj)
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs b/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs
index acdf333c577..917f9d5da45 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Data/VFXDataParticle.cs
@@ -756,6 +756,22 @@ int GetGlobalSortingCriterionAndVoteCount(out SortingCriterion globalSortCriteri
return voteResult.Value;
}
+ private bool NeedsStripData(VFXContext context)
+ {
+ bool needsStripData = false;
+
+ if (context.ownedType == VFXDataType.ParticleStrip)
+ {
+ needsStripData = true;
+ }
+ else if (context is VFXAbstractParticleOutput output)
+ {
+ needsStripData = output.HasStripsData();
+ }
+
+ return needsStripData;
+ }
+
public override void FillDescs(
IVFXErrorReporter reporter,
VFXCompilationMode compilationMode,
@@ -1223,7 +1239,7 @@ int GetBufferIndex(VFXTask task, string baseName)
if (attributeSourceBufferIndex != -1 && context.contextType == VFXContextType.Init)
bufferMappings.Add(new VFXMapping("sourceAttributeBuffer", attributeSourceBufferIndex));
- if (stripDataIndex != -1 && context.ownedType == VFXDataType.ParticleStrip)
+ if (stripDataIndex != -1 && NeedsStripData(context))
bufferMappings.Add(new VFXMapping("stripDataBuffer", stripDataIndex));
if (sharedAabbBufferIndex != -1 && (context.contextType == VFXContextType.Update ||
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Gizmo/VFXGizmoUtility.cs b/Packages/com.unity.visualeffectgraph/Editor/Gizmo/VFXGizmoUtility.cs
index 7e73312303b..4f3bfb4b8c6 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Gizmo/VFXGizmoUtility.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Gizmo/VFXGizmoUtility.cs
@@ -125,23 +125,10 @@ static VFXGizmoUtility()
public static bool HasGizmo(Type type)
{
- return s_DrawFunctions.ContainsKey(type);
- }
+ if (type == null)
+ return false;
- static Type GetGizmoType(Type type)
- {
- if (type.IsAbstract)
- return null;
- Type baseType = type.BaseType;
- while (baseType != null)
- {
- if (baseType.IsGenericType && !baseType.IsGenericTypeDefinition && baseType.GetGenericTypeDefinition() == typeof(VFXGizmo<>))
- {
- return baseType.GetGenericArguments()[0];
- }
- baseType = baseType.BaseType;
- }
- return null;
+ return s_DrawFunctions.ContainsKey(type);
}
public static VFXGizmo CreateGizmoInstance(Context context)
diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXStickyNote.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXStickyNote.cs
index 13d9d846fc3..ae0c893d58c 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXStickyNote.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXStickyNote.cs
@@ -88,7 +88,7 @@ public VFXStickyNoteController controller
VFXStickyNoteController m_Controller;
public VFXStickyNote() : base(Vector2.zero)
{
- styleSheets.Add(Resources.Load("StickyNote"));
+ styleSheets.Add(VFXView.LoadStyleSheet("VFXStickynote"));
this.RegisterCallback(OnUIChange);
}
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/HLSL/HLSLParser.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/HLSL/HLSLParser.cs
index 109db3e9dc8..fbb3c049618 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/HLSL/HLSLParser.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/HLSL/HLSLParser.cs
@@ -176,7 +176,7 @@ public HLSLMissingIncludeFile(string filePath)
class HLSLFunctionParameter
{
// Match inout/in/out accessor then any whitespace then the parameter type then optionally a template type any whitespace and then the parameter name
- static readonly Regex s_ParametersParser = new Regex(@"(?(inout|in|out)\b)?\s*(?\w+)(?:[<](?\w+)[>])?\s*(?\w+)(?:,\s*)?", RegexOptions.Compiled);
+ static readonly Regex s_ParametersParser = new Regex(@"(?(inout|in|out)\b)?\s*(?\w+)(?:[<](?\w+)[>])?\s*(?\w+)(?:\s*,\s*)?", RegexOptions.Compiled);
readonly string m_RawCode;
@@ -200,7 +200,7 @@ public static IEnumerable Parse(string hlsl, Dictionary Parse(string hlsl, Dictionary\+\+|\-\-)?{0}.(?\w+\b)(?!.*(?:[^=]=[^=]))";
+ static readonly string s_AttributeReadPattern = @"(?\+{{2}}|-{{2}})?{0}.(?\w+\b)(?!(?:\.\w+)?\s*[^=<>+-]=[^=])";
// Match all attributes followed by an assigment operator (=, ++, --, +=, -= ...) even if there's multiple assignments on the same line
private static readonly string s_AttributeWritePattern = @"{0}.(?\w+)(?:\.\w)?\s*(?[\/\-+*%&\|\^]?=[^=]|(\+\+|\-\-|<<=|>>=))";
// Simply match lines where a 'return' statement is used
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionSequential.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionSequential.cs
index ddfda9fb382..53424d01c76 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionSequential.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Blocks/Implementations/Position/PositionSequential.cs
@@ -319,21 +319,59 @@ public override string source
}
}
- internal sealed override void GenerateErrors(VFXErrorReporter report)
+ public static void GenerateSequentialCircleErrors(IVFXErrorReporter report, string countName, string normalName, string upName, VFXModel model)
{
- if (shape == SequentialShape.Circle)
+ var slotContainer = model as IVFXSlotContainer;
+ if (slotContainer == null)
+ return;
+
+ var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation | VFXExpressionContextOption.ConstantFolding);
+ var countExpression = slotContainer.inputSlots.Single(x => x.name == countName).GetExpression();
+ var normalExpression = slotContainer.inputSlots.Single(x => x.name == normalName).GetExpression();
+ var upExpression = slotContainer.inputSlots.Single(x => x.name == upName).GetExpression();
+ context.RegisterExpression(countExpression);
+ context.RegisterExpression(normalExpression);
+ context.RegisterExpression(upExpression);
+ context.Compile();
+
+ if (context.GetReduced(countExpression) is var countExpressionReduced &&
+ countExpressionReduced.Is(VFXExpression.Flags.Constant) &&
+ countExpressionReduced.Get() == 0)
+ {
+ report.RegisterError("CircleCountIsZero", VFXErrorType.Warning, "A circle with Count = 0 is not valid", model);
+ }
+
+ if (context.GetReduced(normalExpression) is var normalExpressionReduced &&
+ context.GetReduced(upExpression) is var upExpressionReduced &&
+ normalExpressionReduced.Is(VFXExpression.Flags.Constant) &&
+ upExpressionReduced.Is(VFXExpression.Flags.Constant))
{
- var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation | VFXExpressionContextOption.ConstantFolding);
- var expression = inputSlots.Single(x => x.name == nameof(InputPropertiesCircle.Count)).GetExpression();
- context.RegisterExpression(expression);
- context.Compile();
-
- if (context.GetReduced(expression) is var countExpression &&
- countExpression.Is(VFXExpression.Flags.Constant) &&
- countExpression.Get() == 0)
+
+ var normal = normalExpressionReduced.Get();
+ var up = upExpressionReduced.Get();
+
+ if (float.IsNaN(normal.x) || float.IsNaN(normal.y) || float.IsNaN(normal.z))
+ {
+ report.RegisterError("CircleNormalIsInvalid", VFXErrorType.Warning, "Normal vector is invalid.", model);
+ }
+
+ if (float.IsNaN(up.x) || float.IsNaN(up.y) || float.IsNaN(up.z))
{
- report.RegisterError("CircleCountIsZero", VFXErrorType.Warning, "A circle with Count = 0 is not valid", this);
+ report.RegisterError("CircleUpIsInvalid", VFXErrorType.Warning, "Up vector is invalid.", model);
}
+
+ if (Math.Abs(Vector3.Cross(normal, up).sqrMagnitude) < 10e-5f)
+ {
+ report.RegisterError("CircleNormalAndUpArCollinear", VFXErrorType.Warning, "Normal and Up vectors are collinear, circle orientation cannot be computed.", model);
+ }
+ }
+ }
+
+ internal sealed override void GenerateErrors(VFXErrorReporter report)
+ {
+ if (shape == SequentialShape.Circle)
+ {
+ GenerateSequentialCircleErrors(report, nameof(InputPropertiesCircle.Count), nameof(InputPropertiesCircle.Normal), nameof(InputPropertiesCircle.Up), this);
}
}
}
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicInitialize.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicInitialize.cs
index 55001b4c0f8..cf2695106bd 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicInitialize.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXBasicInitialize.cs
@@ -127,6 +127,20 @@ internal override void GenerateErrors(VFXErrorReporter report)
{
report.RegisterError("TooManyContexts", VFXErrorType.Error, $"Too many contexts within the same system, maximum is {VFXData.kMaxContexts}", this);
}
+
+ if (data.hasStrip)
+ {
+ bool hasDynamicStripIndex = inputSlots.Any(inputSlot => inputSlot.name == "stripIndex" && inputSlot.HasLink() && inputSlot.LinkedSlots.First().GetExpression().Is(VFXExpression.Flags.PerElement));
+ if (hasDynamicStripIndex)
+ {
+ bool hasParticleCountInStripAttribute = data.GetAttributesForContext(this).Any(attribute => attribute.attrib.Equals(VFXAttribute.ParticleCountInStrip));
+ if (hasParticleCountInStripAttribute)
+ {
+ report.RegisterError("WrongParticleCountInStrip", VFXErrorType.Warning,
+ "Using \"Get Particle Count In Strip\" or \"Get Ratio Over Strip\" in this context will only return the correct value if \"Strip Index\" is constant for all particles.", this);
+ }
+ }
+ }
}
}
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedParticleOutput.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedParticleOutput.cs
index 66a3f900276..dfc2446673f 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedParticleOutput.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedParticleOutput.cs
@@ -1,3 +1,4 @@
+using System;
using System.Collections.Generic;
namespace UnityEditor.VFX
@@ -9,32 +10,49 @@ public override IEnumerable GetVariants()
var primitives = new[] { VFXPrimitiveType.Octagon, VFXPrimitiveType.Triangle };
foreach (var primitive in primitives)
{
- var topology = VFXPlanarPrimitiveHelper.GetShaderDefine(primitive);
- yield return new Variant(
+ yield return new VFXComposedParticleOutputVariant(
"Output Particle".AppendLabel("ShaderGraph").AppendLabel(primitive.ToString()),
null,
typeof(VFXComposedParticleOutput),
- new[] { new KeyValuePair("m_Topology", topology) });
+ () => new ParticleTopologyPlanarPrimitive(primitive));
}
}
}
+ sealed class VFXComposedParticleOutputVariant : Variant
+ {
+ public VFXComposedParticleOutputVariant(string name, string category, Type modelType, Func createTopology, Func variantProvider = null, string[] synonyms = null, bool supportFavorite = true)
+ : base(name, category, modelType, null, variantProvider, synonyms, supportFavorite)
+ {
+ this.createTopology = createTopology;
+ }
+
+ public override VFXModel CreateInstance()
+ {
+ var newInstance = base.CreateInstance();
+ newInstance.SetSettingValue("m_Topology", createTopology());
+ return newInstance;
+ }
+
+ private readonly Func createTopology;
+ }
+
class VFXTopologyProvider : VariantProvider
{
public override IEnumerable GetVariants()
{
- yield return new Variant(
+ yield return new VFXComposedParticleOutputVariant(
"Output Particle".AppendLabel("ShaderGraph").AppendLabel("Quad"),
VFXLibraryStringHelper.Separator("Output Basic", 2),
typeof(VFXComposedParticleOutput),
- new[] { new KeyValuePair("m_Topology", new ParticleTopologyPlanarPrimitive()) },
+ () => new ParticleTopologyPlanarPrimitive(VFXPrimitiveType.Quad),
() => new VFXTopologySubVariantProvider());
- yield return new Variant(
+ yield return new VFXComposedParticleOutputVariant(
"Output Particle".AppendLabel("ShaderGraph").AppendLabel("Mesh"),
VFXLibraryStringHelper.Separator("Output Basic", 2),
typeof(VFXComposedParticleOutput),
- new[] { new KeyValuePair("m_Topology", new ParticleTopologyMesh()) });
+ () => new ParticleTopologyMesh());
}
}
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedParticleStripOutput.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedParticleStripOutput.cs
index 9935ae43ec9..b357ef45a96 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedParticleStripOutput.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedParticleStripOutput.cs
@@ -6,11 +6,11 @@ class VFXStripTopologyProvider : VariantProvider
{
public override IEnumerable GetVariants()
{
- yield return new Variant(
+ yield return new VFXComposedParticleOutputVariant(
"Output ParticleStrip".AppendLabel("ShaderGraph").AppendLabel("Quad"),
VFXLibraryStringHelper.Separator("Output Strip", 3),
typeof(VFXComposedParticleStripOutput),
- new[] { new KeyValuePair("m_Topology", new ParticleTopologyQuadStrip()) });
+ () => new ParticleTopologyQuadStrip());
}
}
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedTopology.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedTopology.cs
index 141f1119d35..7294e01d6df 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedTopology.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedTopology.cs
@@ -8,8 +8,17 @@ namespace UnityEditor.VFX
[Serializable]
class ParticleTopologyPlanarPrimitive : ParticleTopology
{
+ public ParticleTopologyPlanarPrimitive() : this(VFXPrimitiveType.Quad)
+ {
+ }
+
+ public ParticleTopologyPlanarPrimitive(VFXPrimitiveType primitiveType)
+ {
+ this.primitiveType = primitiveType;
+ }
+
[VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), SerializeField, Tooltip("Specifies what primitive type to use for this output. Triangle outputs have fewer vertices, octagons can be used to conform the geometry closer to the texture to avoid overdraw, and quads are a good middle ground.")]
- protected VFXPrimitiveType primitiveType = VFXPrimitiveType.Quad;
+ protected VFXPrimitiveType primitiveType;
public override TraitDescription GetDescription(VFXAbstractComposedParticleOutput parent)
{
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractComposedParticleOutput.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractComposedParticleOutput.cs
index 5d83dba71ee..81956fdc276 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractComposedParticleOutput.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractComposedParticleOutput.cs
@@ -451,6 +451,16 @@ public sealed override VFXSetting GetSetting(string name)
return new VFXSetting(null, null);
}
+ protected sealed override IEnumerable untransferableSettings
+ {
+ get
+ {
+ foreach (var setting in base.untransferableSettings)
+ yield return setting;
+ yield return "primitiveType";
+ }
+ }
+
protected sealed override IEnumerable inputProperties
{
get
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractParticleOutput.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractParticleOutput.cs
index 8dece9c93e9..f5bc5043e48 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractParticleOutput.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/VFXAbstractParticleOutput.cs
@@ -234,9 +234,10 @@ int IVFXSubRenderer.vfxSystemSortPriority
}
}
}
- public bool NeedsDeadListCount() { return HasIndirectDraw() && !HasStrips() && (taskType == VFXTaskType.ParticleQuadOutput || taskType == VFXTaskType.ParticleHexahedronOutput); } // Should take the capacity into account to avoid false positive
+ public bool NeedsDeadListCount() { return HasIndirectDraw() && !HasStrips(true) && (taskType == VFXTaskType.ParticleQuadOutput || taskType == VFXTaskType.ParticleHexahedronOutput); } // Should take the capacity into account to avoid false positive
public bool HasStrips(bool data = false) { return (data ? GetData().type : ownedType) == VFXDataType.ParticleStrip; }
+ public bool HasStripsData() { return GetData().type == VFXDataType.ParticleStrip; }
protected VFXAbstractParticleOutput(bool strip = false) : base(strip ? VFXDataType.ParticleStrip : VFXDataType.Particle) { }
@@ -596,6 +597,9 @@ public override IEnumerable additionalDefines
if (HasStrips(false))
yield return "HAS_STRIPS";
+ else if (HasStrips(true)) // Output is not strip type, but data is
+ yield return "HAS_STRIPS_DATA";
+
if (isRayTraced)
{
foreach (var define in rayTracingDefines)
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/RatioOverStrip.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/RatioOverStrip.cs
new file mode 100644
index 00000000000..04fded7213d
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/RatioOverStrip.cs
@@ -0,0 +1,28 @@
+using UnityEngine.VFX;
+
+namespace UnityEditor.VFX.Operator
+{
+ [VFXHelpURL("Operator-RatioOverStrip")]
+ [VFXInfo(name = "Get Ratio Over Strip [0..1]", category = "Attribute")]
+ class RatioOverStrip : VFXOperator
+ {
+ public class OutputProperties
+ {
+ public float t = 0;
+ }
+
+ public override string name
+ {
+ get
+ {
+ return "Get Ratio Over Strip [0..1]";
+ }
+ }
+ protected override VFXExpression[] BuildExpression(VFXExpression[] inputExpression)
+ {
+ VFXExpression[] output = new VFXExpression[] { new VFXExpressionCastUintToFloat(new VFXAttributeExpression(VFXAttribute.ParticleIndexInStrip)) /
+ (new VFXExpressionCastUintToFloat(new VFXAttributeExpression(VFXAttribute.ParticleCountInStrip)) - VFXOperatorUtility.OneExpression[VFXValueType.Float]) };
+ return output;
+ }
+ }
+}
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/RatioOverStrip.cs.meta b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/RatioOverStrip.cs.meta
new file mode 100644
index 00000000000..5673e595e48
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/RatioOverStrip.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: db35e686f03c59146b7171bfdb8caeb0
\ No newline at end of file
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SequentialCircle.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SequentialCircle.cs
index 3c3e6bbefb0..7f35b9feab3 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SequentialCircle.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/SequentialCircle.cs
@@ -1,3 +1,4 @@
+using System;
using UnityEngine;
namespace UnityEditor.VFX.Operator
@@ -49,5 +50,11 @@ protected override VFXExpression[] BuildExpression(VFXExpression[] inputExpressi
return new[] { VFXOperatorUtility.SequentialCircle(center, radius, normal, up, index, count, mode) };
}
+
+ internal sealed override void GenerateErrors(VFXErrorReporter report)
+ {
+ base.GenerateErrors(report);
+ Block.PositionSequential.GenerateSequentialCircleErrors(report, nameof(InputProperties.Count), nameof(InputProperties.Normal), nameof(InputProperties.Up), this);
+ }
}
}
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/VFXOperatorUtility.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/VFXOperatorUtility.cs
index 7bb165d7f29..bc2bc59f311 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/VFXOperatorUtility.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/VFXOperatorUtility.cs
@@ -651,7 +651,7 @@ static public VFXExpression SequentialCircle(VFXExpression center, VFXExpression
var cos = new VFXExpressionCos(dt * VFXOperatorUtility.TauExpression[VFXValueType.Float]) as VFXExpression;
var sin = new VFXExpressionSin(dt * VFXOperatorUtility.TauExpression[VFXValueType.Float]) as VFXExpression;
- var left = VFXOperatorUtility.Normalize(VFXOperatorUtility.Cross(normal, up));
+ var left = VFXOperatorUtility.SafeNormalize(VFXOperatorUtility.Cross(normal, up));
radius = new VFXExpressionCombine(radius, radius, radius);
sin = new VFXExpressionCombine(sin, sin, sin);
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/VFXSlot.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/VFXSlot.cs
index 1bb35f6dac9..530d515f430 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/VFXSlot.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Slots/VFXSlot.cs
@@ -36,6 +36,8 @@ public object value
else
{
object parentValue = GetParent().value;
+ if (parentValue == null)
+ return null;
if (m_FieldInfoCache == null)
{
@@ -46,7 +48,7 @@ public object value
slotValue = m_FieldInfoCache.GetValue(parentValue);
}
- if (slotValue == null && !typeof(UnityEngine.Object).IsAssignableFrom(property.type) && property.type != typeof(GraphicsBuffer))
+ if (slotValue == null && !typeof(UnityEngine.Object).IsAssignableFrom(property.type) && property.type != typeof(GraphicsBuffer) && property.type != null)
{
Debug.Log("null value in slot of type " + property.type.UserFriendlyName());
}
diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/VFXParameterInfo.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/VFXParameterInfo.cs
index 7d17b332ef3..5d333a05135 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/Models/VFXParameterInfo.cs
+++ b/Packages/com.unity.visualeffectgraph/Editor/Models/VFXParameterInfo.cs
@@ -86,7 +86,7 @@ static void BuildCategoryParameterInfo(VFXParameter[] parameters, List infos, System.Type type, string path, object obj)
{
+ if (type == null) return 0;
+
if (!type.IsValueType) return 0;
int count = 0;
diff --git a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfig.template.hlsl b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfig.template.hlsl
index 80eb26de28f..9cf2f775c1e 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfig.template.hlsl
+++ b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfig.template.hlsl
@@ -5,6 +5,10 @@ $splice(VFXDefineSpace)
$splice(VFXDefines)
#define NULL_GEOMETRY_INPUT defined(HAVE_VFX_PLANAR_PRIMITIVE)
+#if HAS_STRIPS
+#define HAS_STRIPS_DATA 1
+#endif
+
// Explicitly defined here for now (similar to how it was done in the previous VFX code-gen)
#define HAS_VFX_ATTRIBUTES 1
@@ -29,7 +33,7 @@ StructuredBuffer indirectBuffer;
StructuredBuffer deadList;
#endif
-#if HAS_STRIPS
+#if HAS_STRIPS_DATA
StructuredBuffer stripDataBuffer;
#endif
@@ -77,7 +81,7 @@ struct AttributesElement
InternalAttributesElement attributes;
// Additional attribute information for particle strips.
-#if HAS_STRIPS
+#if HAS_STRIPS_DATA
uint relativeIndexInStrip;
StripData stripData;
#endif
@@ -169,7 +173,7 @@ float3 GetStripTangent(float3 currentPos, uint instanceIndex, uint relativeIndex
uint prevIndex = GetParticleIndex(relativeIndex - 1, stripData);
float3 tangent = currentPos - GetParticlePosition(prevIndex, instanceIndex);
float sqrLength = dot(tangent, tangent);
- if (sqrLength > VFX_EPSILON)
+ if (sqrLength > VFX_EPSILON * VFX_EPSILON)
prevTangent = tangent * rsqrt(sqrLength);
}
@@ -179,7 +183,7 @@ float3 GetStripTangent(float3 currentPos, uint instanceIndex, uint relativeIndex
uint nextIndex = GetParticleIndex(relativeIndex + 1, stripData);
float3 tangent = GetParticlePosition(nextIndex, instanceIndex) - currentPos;
float sqrLength = dot(tangent, tangent);
- if (sqrLength > VFX_EPSILON)
+ if (sqrLength > VFX_EPSILON * VFX_EPSILON)
nextTangent = tangent * rsqrt(sqrLength);
}
@@ -201,7 +205,7 @@ void GetElementData(inout AttributesElement element)
$splice(VFXLoadAttribute)
- #if HAS_STRIPS
+ #if HAS_STRIPS_DATA
const StripData stripData = element.stripData;
const uint relativeIndexInStrip = element.relativeIndexInStrip;
InitStripAttributes(index, attributes, element.stripData);
diff --git a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigMesh.template.hlsl b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigMesh.template.hlsl
index 8398a780ef9..3dde565db0d 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigMesh.template.hlsl
+++ b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigMesh.template.hlsl
@@ -18,6 +18,12 @@ bool GetMeshAndElementIndex(inout VFX_SRP_ATTRIBUTES input, inout AttributesElem
index = indirectBuffer[VFXGetIndirectBufferIndex(index, instanceActiveIndex)];
#endif
+ #if HAS_STRIPS_DATA
+ StripData stripData = GetStripDataFromParticleIndex(index, instanceIndex);
+ element.relativeIndexInStrip = GetRelativeIndex(index, stripData);
+ element.stripData = stripData;
+ #endif
+
element.index = index;
element.instanceIndex = instanceIndex;
element.instanceActiveIndex = instanceActiveIndex;
diff --git a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigPlanarPrimitive.template.hlsl b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigPlanarPrimitive.template.hlsl
index 34352e3b904..1cbcb3e5501 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigPlanarPrimitive.template.hlsl
+++ b/Packages/com.unity.visualeffectgraph/Editor/ShaderGraph/Templates/VFXConfigPlanarPrimitive.template.hlsl
@@ -38,15 +38,19 @@ bool GetMeshAndElementIndex(inout VFX_SRP_ATTRIBUTES input, inout AttributesElem
index = indirectBuffer[VFXGetIndirectBufferIndex(index, instanceActiveIndex)];
#endif
- #if HAS_STRIPS
- StripData stripData;
- uint relativeIndexInStrip = 0;
- if (!FindIndexInStrip(index, id, instanceIndex, relativeIndexInStrip, stripData))
- return false;
-
- element.relativeIndexInStrip = relativeIndexInStrip;
- element.stripData = stripData;
-#endif
+ #if HAS_STRIPS_DATA
+ StripData stripData;
+ uint relativeIndexInStrip = 0;
+ #if HAS_STRIPS
+ if (!FindIndexInStrip(index, id, instanceIndex, relativeIndexInStrip, stripData))
+ return false;
+ #else
+ stripData = GetStripDataFromParticleIndex(index, instanceIndex);
+ relativeIndexInStrip = GetRelativeIndex(index, stripData);
+ #endif
+ element.relativeIndexInStrip = relativeIndexInStrip;
+ element.stripData = stripData;
+ #endif
element.index = index;
element.instanceIndex = instanceIndex;
diff --git a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXFilterWindow.uss b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXFilterWindow.uss
index 0e55f73b59c..4a922d4e884 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXFilterWindow.uss
+++ b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXFilterWindow.uss
@@ -38,17 +38,19 @@
width: 22px;
height: 22px;
margin-right: 8px;
- background-size: Contain;
- background-image: var(--unity-icons-arrow_left);
+ padding: 3px;
+}
+
+#ArrowImage {
+ --unity-image: var(--unity-icons-arrow_left);
}
#Header Toggle {
margin: 0 3px;
- padding: 2px;
border-radius: 2px;
}
-#Header Toggle * {
+#Header Toggle .unity-toggle__input {
display: none;
}
@@ -60,8 +62,8 @@
background-color: var(--unity-colors-button-background-hover_pressed);
}
-#CollapseButton:checked {
- background-image: var(--unity-icons-arrow_right);
+#CollapseButton:checked #ArrowImage {
+ --unity-image: var(--unity-icons-arrow_right);
}
#CollapseButton #unity-checkmark {
diff --git a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXStickynote.uss b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXStickynote.uss
new file mode 100644
index 00000000000..fe07a8f9c5a
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXStickynote.uss
@@ -0,0 +1,7 @@
+VFXStickyNote .resizableElement > #right > #top-right-resize,
+VFXStickyNote .resizableElement > #left > #top-left-resize,
+VFXStickyNote .resizableElement > #right > #bottom-right-resize,
+VFXStickyNote .resizableElement > #left > #bottom-left-resize {
+ width: 12px;
+ height: 12px
+}
diff --git a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXStickynote.uss.meta b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXStickynote.uss.meta
new file mode 100644
index 00000000000..234767603fb
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXStickynote.uss.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 2ae717f8887f490ba4e57e678a5ada09
+timeCreated: 1726220883
\ No newline at end of file
diff --git a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uxml/VFXFilterWindow.uxml b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uxml/VFXFilterWindow.uxml
index eb7e68a352d..dbcca6361fc 100644
--- a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uxml/VFXFilterWindow.uxml
+++ b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uxml/VFXFilterWindow.uxml
@@ -16,7 +16,9 @@
/>
+ >
+
+
strips, this can have some implications for how you need to set up
+ your VFX. This example shows you how to make multiple trails with
+ periodic burst of particles with a single VFX system.\n\nCovered Aspects :\n\u2022
+ Strip Output Context\n\u2022 Strip Index"
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+ propertyPath: m_text
+ value: Multi-Strip Periodic Burst
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Prefabs/VFXG/Multi-Strip Periodic Burst.prefab.meta b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Prefabs/VFXG/Multi-Strip Periodic Burst.prefab.meta
new file mode 100644
index 00000000000..a4fc1b5c7e6
--- /dev/null
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Prefabs/VFXG/Multi-Strip Single Burst.prefab b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Prefabs/VFXG/Multi-Strip Single Burst.prefab
new file mode 100644
index 00000000000..a9bb9ce39dd
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Prefabs/VFXG/Multi-Strip Single Burst.prefab
@@ -0,0 +1,227 @@
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+ strips , this can have some implications for how you need to set up
+ your VFX. This example shows you how to make multiple trails with
+ one single burst of particles.\n\nCovered Aspects :\n\u2022 Strip Output
+ Context\n\u2022 Strip Index"
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+ Context\n\u2022 Strip Index"
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+ from it, like surface position, vertex colors, UVs, Normals, Velocity etc.
This basic example shows how to sample a Skinned Mesh and spawn particles
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sample the same texture that the Mesh is using so that we can drive where
to spawn feathers on our creature's back.\n\nCovered Aspects :\n\u2022
SkinnedMesh Sample Operator\n\u2022 Texture2D Sample Operator\n\u2022 Set
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particles on its surface and inherit its Vertex Color of the
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- is used to set the particles\u2019s color \n\nCovered Aspects: \n\u2022
+ Mesh. Ambient Occlusion has been baked into the vertex color of the Mesh
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Mesh Sampling\n\u2022 Sample Mesh Operator"
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- interesting motion. This VFX is giving an example of Pivot manipulation.
- Here the petals, Leafs and Spikes of the Flower are all particles. The
+ value: "\nControlling the Pivot of a particle is a key aspect to unlocking
+ interesting motion. This VFX gives an example of Pivot manipulation.
+ Here the petals, leafs and spikes of the flower are all particles. The
Pivot attribute is controlled and sometimes animated to be able to properly
- locate and animate the particles. This example also demonstrates the ShaderGraph
- integration and how you can control ShaderGraph through VFX Graph .\n\nCovered
- Aspects :\n\u2022 Pivot Attribute\n\u2022 ShaderGraph integration"
+ locate and animate the particles. This example also demonstrates the Shader
+ Graph integration and how you can control a Shader Graph through VFX
+ Graph .\n\nCovered Aspects :\n\u2022 Pivot Attribute\n\u2022 Shader
+ Graph integration\n\u2022 Activation Port "
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- value: "The pivot attribute control where the output render is
- instantiated in regard to the particle position. By default, the
+ value: "\nThe pivot attribute controls where the output render
+ is instantiated regarding the particle position. By default, the
pivot is centered on the Particle's Position . But you can offset
it on any axis (XYZ). Offsetting the pivot can be extremely helpful as it
- can lead to interesting motion when doing scaling or rotation.\n\nCovered
+ can lead to appealing motion when doing scaling or rotation.\n\nCovered
Aspects :\n\u2022 Pivot Attribute\n\u2022 Angle attribute"
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m_SpotLightShape: 0
m_AreaLightShape: 0
- m_Intensity: 40000
m_EnableSpotReflector: 1
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m_LuxAtDistance: 1
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m_InnerSpotPercent: 0
m_SpotIESCutoffPercent: 100
m_LightDimmer: 8.03
m_VolumetricDimmer: 1
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m_FadeDistance: 10000
m_VolumetricFadeDistance: 10000
m_AffectDiffuse: 1
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m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0
m_AreaLightEmissiveMeshLayer: -1
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the sampled texture values.\n\nCovered Aspects :\n\u2022 Texture2D
Sample Operator\n\u2022 Alive attribute\n\u2022 Rejection Sampling"
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+ position are used to control the texIndex attribute and give life
+ to this VFX.\n\nCovered Aspects :\n\u2022 Flipbook UVs\n\u2022 TexIndex
+ Attribute\n\u2022 Flipbook Player"
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m_Modifications:
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value: Decal Particles
objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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objectReference: {fileID: 0}
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propertyPath: m_text
- value: "Decal is a very powerful tool that can add a lot of visual complexity
+ value: "\nDecal is powerful tool that can add a lot of visual complexity
to an environment. We can use decals to project textures on the environment
and even on dynamic objects or skinned meshes. Output Decals allow you to
render particles as decals and to project its properties onto a surface
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objectReference: {fileID: 0}
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value: Decal Particles
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value: 26
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value: -144
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objectReference: {fileID: 0}
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value: 0
objectReference: {fileID: 0}
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propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
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m_AddedGameObjects: []
m_AddedComponents:
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addedObject: {fileID: 0}
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m_Modifications:
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value: -36
objectReference: {fileID: 0}
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value: 0
objectReference: {fileID: 0}
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value: 0
objectReference: {fileID: 0}
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value: 1
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value: Orient Fixed Axis
objectReference: {fileID: 0}
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m_AddedComponents:
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addedObject: {fileID: 0}
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@@ -5642,6 +6869,13 @@ SceneRoots:
m_Roots:
- {fileID: 1105596121}
- {fileID: 1681830090178681594}
+ - {fileID: 1236856503}
+ - {fileID: 2564926738620425630}
+ - {fileID: 137629123}
+ - {fileID: 876423936}
+ - {fileID: 8478814937418979411}
+ - {fileID: 1556438229}
+ - {fileID: 6406025526992829542}
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- {fileID: 6674218434009355204}
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Scenes/Scene Resources/LearningTemplateDescriptions.json b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Scenes/Scene Resources/LearningTemplateDescriptions.json
index 168927d039f..55b135fd7d8 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Scenes/Scene Resources/LearningTemplateDescriptions.json
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Scenes/Scene Resources/LearningTemplateDescriptions.json
@@ -349,6 +349,102 @@
• Skinned Mesh Position
• Output Decals HDRP
• Output Decals URP """
+ },
+ {
+ "title": "Strip Properties",
+ "prefabName": "Strip Properties",
+ "description":
+ """ Open VFX
+ Show VFX
+
+ You can use Strips , also known as Ribbons or Trails , to create a wide range of VFX. The Strip Ouput Context and Strip particle data allow you to draw a quad between each particle. This example demonstrates a straightforward Strip setup. It explains the various strip properties and attributes that control its visual appearance and behavior.
+
+ Covered Aspects :
+ • Strip Output Context
+ • Particle Index in Strip
+ • Particle Count in Strip
+ • Strip Index """
+ },
+ {
+ "title": "Strip Spawn Rate",
+ "prefabName": "Strip SpawnRate",
+ "description":
+ """ Open VFX
+ Show VFX
+
+ There are several ways to spawn particles, and when dealing with strips , this can have some implications for how you need to set up your VFX. This example shows you how to make a single trail out of a continuous spawn rate of particles.
+
+ Covered Aspects :
+ • Strip Output Context
+ • Strip Index
+ • Attribute Locations """
+ },
+ {
+ "title": "Multi-Strip SpawnRate",
+ "prefabName": "Multi-Strip SpawnRate",
+ "description":
+ """ Open VFX
+ Show VFX
+
+ There are several ways to spawn particles, and when dealing with strips , this can have some implications for how you need to set up your VFX. This example shows you how to make multiple trails out of a continuous spawn rate of particles
+
+ Covered Aspects :
+ • Strip Output Context
+ • Strip Index """
+ },
+ {
+ "title": "Multi-Strip Single Burst",
+ "prefabName": "Multi-Strip Single Burst",
+ "description":
+ """ Open VFX
+ Show VFX
+
+ There are several ways to spawn particles, and when dealing with strips , this can have some implications for how you need to set up your VFX. This example shows you how to make multiple trails with one single burst of particles.
+
+ Covered Aspects :
+ • Strip Output Context
+ • Strip Index """
+ },
+ {
+ "title": "Multi-Strip Periodic Burst",
+ "prefabName": "Multi-Strip Periodic Burst",
+ "description":
+ """ Open VFX
+ Show VFX
+
+ There are several ways to spawn particles, and when dealing with strips , this can have some implications for how you need to set up your VFX. This example shows you how to make a new trail for each periodic burst within a single system.
+
+ Covered Aspects :
+ • Strip Output Context
+ • Strip Index """
+ },
+ {
+ "title": "Strip GPU-Event",
+ "prefabName": "Strip GPU-Events",
+ "description":
+ """ Open VFX
+ Show VFX
+
+ There are several ways to spawn particles, and when dealing with strips , this can have some implications for how you need to set up your VFX. Using GPU trigger events is often the most straightforward way of creating strips . This example shows an example of a growing mushroom's VFX, with the mushroom’s hat being particle meshes and the mushroom’s foot made with particle strips .
+
+ Covered Aspects :
+ • Strip Output Context
+ • Strip Index
+ • Trigger Event Rate
+ • GPU Events """
+ },
+ {
+ "title": "Multi-Strips GPU-Event",
+ "prefabName": "Multi-Strips GPU-Event",
+ "description":
+ """ Open VFX
+ Show VFX
+
+ There are several ways to spawn particles, and when dealing with strips , this can have some implications for how you need to set up your VFX. This example illustrates how to circumvent the usual limitation that only permits the creation of one strip per parent's particle when dealing with Trigger Events . Each headphone jack is made of a particle mesh and spawns particles along its path.
+
+ Covered Aspects :
+ • Strip Output Context
+ • Strip Index """
}
]
}
diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Scenes/Scene Resources/VFX_HDRP_Neutral.asset b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Scenes/Scene Resources/VFX_HDRP_Neutral.asset
index d126458cdaa..b14d7ad13d1 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Scenes/Scene Resources/VFX_HDRP_Neutral.asset
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Scenes/Scene Resources/VFX_HDRP_Neutral.asset
@@ -228,6 +228,9 @@ MonoBehaviour:
sliceDistributionUniformity:
m_OverrideState: 0
m_Value: 0.75
+ multipleScatteringIntensity:
+ m_OverrideState: 0
+ m_Value: 0
m_FogControlMode:
m_OverrideState: 0
m_Value: 0
@@ -239,10 +242,10 @@ MonoBehaviour:
m_Value: 64
m_VolumetricFogBudget:
m_OverrideState: 0
- m_Value: 0.33
+ m_Value: 0.5
m_ResolutionDepthRatio:
m_OverrideState: 0
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directionalLightsOnly:
m_OverrideState: 0
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@@ -526,6 +529,7 @@ MonoBehaviour:
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- {fileID: -164148418085371546}
- {fileID: -1699939718729121452}
+ - {fileID: 8878719970939181710}
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MonoBehaviour:
m_ObjectHideFlags: 3
@@ -693,3 +697,49 @@ MonoBehaviour:
m_HighQualityFiltering:
m_OverrideState: 0
m_Value: 1
+--- !u!114 &8878719970939181710
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- value: 'As VFX Graph is simulating particles on the GPU , they cannot
+ value: "\nAs VFX Graph is simulating particles on the GPU , they cannot
collide with regular Rigid Body Colliders. But you can still make them collide
with different geometry approximations like Boxes, Spheres, Cones, Planes
or even complex shapes with the use of SDF and/or Depth Buffer. Sometimes
- using simple collision shapes isn''t enough to get a precise enough collision
+ using simple collision shapes isn\u2019t enough to get a precise enough collision
with the environment. In this case, using SDF can be a good solution
- to approximate complex geometry like this sculpture of a hand.
-
-
- Covered
- Aspects :
-
- Collision Properties
-
- SDF Collider'
+ to approximate complex geometry like this sculpture of a hand.\n\nCovered
+ Aspects :\n\u2022 Collision Properties\n\u2022 SDF Collider"
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Shaders/SG_MushRoomHead.shadergraph b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Shaders/SG_MushRoomHead.shadergraph
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Shaders/SG_RobotPliers.shadergraph b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/Shaders/SG_RobotPliers.shadergraph
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/BasicTexIndex.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/BasicTexIndex.vfx
index 01ab45843aa..b12a06eef42 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/BasicTexIndex.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/BasicTexIndex.vfx
@@ -55,11 +55,11 @@ MonoBehaviour:
contents: 'The sequential 3D operator is useful to order and position particles
in a 1, 2, or 3D grid fashion.
-
- You can wire the particleId
- attribute in the index port, and the operator will distribute the particles
- based on the settings set.
+
+ You can wire the particleId attribute
+ in the index port, and the operator will distribute the particles based on
+ the settings set.
'
theme: Black
@@ -97,15 +97,15 @@ MonoBehaviour:
contents: 'To properly display the different parts of a sprite sheet, the UV
mode needs to be set to either flipbook or flipbook blend.
-
- The
- flipbook size also needs to be set:
+
+ The flipbook
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X = Number of Rows.
- Y =
- Number of Columns.
+ Y = Number of
+ Columns.
'
theme: Black
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y: -251
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+ m_SerializableType: System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral,
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+ m_SerializableObject: True
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/BoundsGizmo.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/BoundsGizmo.vfx
index 994ec0cd987..cce7b2f6c43 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/BoundsGizmo.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/BoundsGizmo.vfx
@@ -64,21 +64,20 @@ MonoBehaviour:
contents: 'Culling a system is important for performance, and that''s why bound''s
role is crucial.
-
- In this example, the bounds have been set
- to manual and have been misplaced on purpose.
-
+ In this example, the bounds have been set to manual
+ and have been misplaced on purpose.
- You should see
- the particles disappear when focusing the camera on the VFX origin.
-
- Try
- the different bound modes and adjust the bounds so that the particles don''t
- disappear.
+ You should see the particles disappear
+ when focusing the camera on the VFX origin.
+
+
+
+ Try the different bound
+ modes and adjust the bounds so that the particles don''t disappear.
'
theme: Black
@@ -126,11 +125,10 @@ MonoBehaviour:
contents: 'When double-clicking on an operator, you''re able to collapse it to
its minimal form.
- This is especially useful to reduce visual noise
- in the graph.
+ This is especially useful to reduce visual noise in
+ the graph.
- Try it yourself; double-click to collapse or expand an
- operator.
+ Try it yourself; double-click to collapse or expand an operator.
'
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Capacity.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Capacity.vfx
index 11e5af23626..86f30efe911 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Capacity.vfx
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/CollisionAdvanced.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/CollisionAdvanced.vfx
index 78a1148bb76..0c4cdad2764 100644
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+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/CollisionAdvanced.vfx
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are adding to a position operator, which is the ''base'' position, and that
can be tweaked in the scene.
-
- The initial position of our circle
- is derived from this animated noise.
+
+ The initial position of our circle is
+ derived from this animated noise.
'
theme: Black
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giving the size and position that we''re given by the SDF baker tool.
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+
This
"collide with SDF" block lets our particles collide with an SDF.
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/CollisionBasicProperties.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/CollisionBasicProperties.vfx
index 02ee1d1383a..707baceb4ce 100644
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/CollisionSimple.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/CollisionSimple.vfx
index 7c93bebcb1d..7a93db85deb 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/CollisionSimple.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/CollisionSimple.vfx
@@ -190,7 +190,7 @@ MonoBehaviour:
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m_ParameterInfo: []
m_ImportDependencies: []
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+ m_GraphVersion: 18
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Context&Flow.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Context&Flow.vfx
index d254311c325..c34313605ed 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Context&Flow.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Context&Flow.vfx
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/DecalParticles.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/DecalParticles.vfx
index a561aa9e409..1d15bbfa291 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/DecalParticles.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/DecalParticles.vfx
@@ -89,10 +89,9 @@ MonoBehaviour:
contents: 'This block in the update context will make our particles stick to
the animated skinned mesh.
-
- Enter play mode to see the mesh
- animated.'
+
+ Enter play mode to see the mesh animated.'
theme: Black
textSize: Small
- title: Random Angle.Z
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+ m_SerializableObject: '{"x":0.0,"y":0.0}'
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/FlipbookBlending.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/FlipbookBlending.vfx
index 5c99d75e700..a96d9e47658 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/FlipbookBlending.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/FlipbookBlending.vfx
@@ -96,13 +96,12 @@ MonoBehaviour:
If we look at the edges of our smoke, even at this very low frame rate, the
interpolation stays smooth.
-
-
- The motion vector texture
- doesn''t need to be huge, and can help reduce the number of frames in a flipbook
- animation.
+
+
+ The motion vector texture doesn''t need
+ to be huge, and can help reduce the number of frames in a flipbook animation.
'
theme: Black
@@ -113,7 +112,7 @@ MonoBehaviour:
x: -577
y: 148
width: 2312
- height: 2355
+ height: 2375
--- !u!114 &114350483966674976
MonoBehaviour:
m_ObjectHideFlags: 1
@@ -141,7 +140,7 @@ MonoBehaviour:
m_CustomAttributes: []
m_ParameterInfo: []
m_ImportDependencies: []
- m_GraphVersion: 17
+ m_GraphVersion: 18
m_ResourceVersion: 1
m_SubgraphDependencies: []
m_CategoryPath:
@@ -1599,7 +1598,7 @@ MonoBehaviour:
slotIndex: 0
m_OutputFlowSlot:
- link: []
- blendMode: 2
+ blendMode: 1
cullMode: 0
zWriteMode: 0
zTestMode: 0
@@ -1609,6 +1608,7 @@ MonoBehaviour:
sortingPriority: 0
m_SubOutputs:
- {fileID: 8926484042661615100}
+ - {fileID: 8926484042661615151}
colorMapping: 0
uvMode: 1
flipbookLayout: 0
@@ -1661,7 +1661,7 @@ MonoBehaviour:
m_Type:
m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
- m_SerializableObject: '{"obj":{"fileID":2800000,"guid":"0797039673c5e1f49979485309f527e3","type":3}}'
+ m_SerializableObject: '{"obj":{"fileID":2800000,"guid":"37f531de9fb35a147b95e4bfb66316b5","type":3}}'
m_Space: -1
m_Property:
name: mainTexture
@@ -1886,7 +1886,7 @@ MonoBehaviour:
slotIndex: 0
m_OutputFlowSlot:
- link: []
- blendMode: 2
+ blendMode: 1
cullMode: 0
zWriteMode: 0
zTestMode: 0
@@ -1896,6 +1896,7 @@ MonoBehaviour:
sortingPriority: 0
m_SubOutputs:
- {fileID: 8926484042661615117}
+ - {fileID: 8926484042661615152}
colorMapping: 0
uvMode: 1
flipbookLayout: 0
@@ -1948,7 +1949,7 @@ MonoBehaviour:
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m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
- m_SerializableObject: '{"obj":{"fileID":2800000,"guid":"0797039673c5e1f49979485309f527e3","type":3}}'
+ m_SerializableObject: '{"obj":{"fileID":2800000,"guid":"37f531de9fb35a147b95e4bfb66316b5","type":3}}'
m_Space: -1
m_Property:
name: mainTexture
@@ -2163,7 +2164,7 @@ MonoBehaviour:
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m_SerializableType: UnityEngine.Texture2D, UnityEngine.CoreModule, Version=0.0.0.0,
Culture=neutral, PublicKeyToken=null
- m_SerializableObject: '{"obj":{"fileID":2800000,"guid":"191ffcdf46c78a7419203f8d42fe353f","type":3}}'
+ m_SerializableObject: '{"obj":{"fileID":2800000,"guid":"a7c68e00c6924dc458d0fcd1d906101a","type":3}}'
m_Space: -1
m_Property:
name: motionVectorMap
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/FlipbookMode.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/FlipbookMode.vfx
index 951b3d62763..48a8442732f 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/FlipbookMode.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/FlipbookMode.vfx
@@ -100,17 +100,16 @@ MonoBehaviour:
height: 171
contents: 'A line is defined thanks to a line property.
-
- The
- line Sequencer is a 0-1 parameter that allows us to choose where on the line
- to spawn a particle.
-
+ The line Sequencer
+ is a 0-1 parameter that allows us to choose where on the line to spawn a particle.
+
- We use the spawnIndex. As we have two
- particles, their index will either be 0 or 1. This means they will both be
- positioned on the extremity of the line.
+
+ We
+ use the spawnIndex. As we have two particles, their index will either be 0
+ or 1. This means they will both be positioned on the extremity of the line.
'
theme: Black
@@ -128,7 +127,7 @@ MonoBehaviour:
The
index allows you to select between two colors that are defined in the shader.
-
+
The
intensity allows us to feed some per-particle animated values to the shader.
@@ -146,17 +145,16 @@ MonoBehaviour:
height: 180
contents: 'A line is defined thanks to a line property.
-
- The
- line Sequencer is a 0-1 parameter that allows us to choose where on the line
- to spawn a particle.
-
+ The line Sequencer
+ is a 0-1 parameter that allows us to choose where on the line to spawn a particle.
+
- We use the spawnIndex. As we have two
- particles, their index will either be 0 or 1. This means they will both be
- positioned on the extremity of the line.
+
+ We
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+ or 1. This means they will both be positioned on the extremity of the line.
'
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new file mode 100644
index 00000000000..7fcce81045a
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+'
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+ textSize: Small
+ - title: Position Sequential 3D
+ position:
+ serializedVersion: 2
+ x: -1670
+ y: 9390
+ width: 367
+ height: 209
+ contents: 'This block is practical for distributing the particle''s position
+ in a 2D or 3D grid.
+
+
+ The jack''s plug positions can be considered a
+ 2D grid distribution.
+
+
+
+ We''re using this node to place our particles
+ on the jack''s plug by setting the count values and the origin and size settings.
+
+
+
+ From
+ here, we''re using our Texindex attribute, which holds the loop index and ranges
+ between 0 and 15.
+
+
+
+ With that, all our particles are placed correctly.
+
+'
+ theme: Black
+ textSize: Small
+ - title: Target Position
+ position:
+ serializedVersion: 2
+ x: -2637
+ y: 9608
+ width: 317
+ height: 120
+ contents: 'We want our particles to start on the ground and travel to this Jack''s
+ Plug position.
+
+ We will override the initial position, but first, we
+ store the current position in the Target position attribute.
+
+'
+ theme: Black
+ textSize: Small
+ - title: Random Position
+ position:
+ serializedVersion: 2
+ x: -3543
+ y: 9777
+ width: 270
+ height: 195
+ contents: 'The start position of our particles will be inside a circle.
+
+ As
+ we have created more particles than jack ( to be able to spawn more cable per
+ Jack), we use the texIndex attribute previously set as a seed for our random
+ generation.
+
+
+
+ Using this seed for our random generation ensures particles
+ with a matching texIndex spawn at the same location.
+
+'
+ theme: Black
+ textSize: Small
+ - title: Travel 0-1
+ position:
+ serializedVersion: 2
+ x: -3488
+ y: 10308
+ width: 234
+ height: 111
+ contents: "We're creating random 0\u20131 values stored in a travel attribute.
+ \n\nThis represents the \"travel ratio\" from the initial to the target position."
+ theme: Black
+ textSize: Small
+ - title: Bezier Path
+ position:
+ serializedVersion: 2
+ x: -5188
+ y: 10627
+ width: 323
+ height: 154
+ contents: "We want to Lerp between the initial and target positions, both stored
+ in the initialize context. \nBut instead of doing a simple Lerp, we're using
+ a sample Bezier operator to get a Bezier path between the two points.\n\r\nThe
+ interpolation is done thanks to our previously calculated travel attribute.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Noise 2D
+ position:
+ serializedVersion: 2
+ x: -5003
+ y: 11261
+ width: 194
+ height: 109
+ contents: 'We''re creating a 2D noise to be added to our bezier path to create
+ an even more exciting motion.
+
+'
+ theme: Black
+ textSize: Small
+ - title: Noise Bezier output
+ position:
+ serializedVersion: 2
+ x: -2558
+ y: 10757
+ width: 351
+ height: 122
+ contents: "A custom subgraph has been made to get a cleaner graph. \n\nThis allows
+ you to input the position and tangent of a Bezier spline and a 2D noise and
+ its derivative. The result of the subgraph will output a noisy position and
+ tangent.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Position Direction
+ position:
+ serializedVersion: 2
+ x: -1680
+ y: 10854
+ width: 336
+ height: 148
+ contents: "We're getting the position and tangent out of the sample bezier operator.\n\nThis
+ animates the position from the initial position to the target position. \n\nThe
+ tangents set the direction attribute that will be used to orient the particles
+ in the output context."
+ theme: Black
+ textSize: Small
+ - title: Trigger Shape Box
+ position:
+ serializedVersion: 2
+ x: -1677
+ y: 11009
+ width: 318
+ height: 150
+ contents: 'A trigger box has been placed to represent the collision with the
+ jack''s plug.
+
+ When the particles enter the box, they write down the
+ collision attributes.
+
+
+ The collision count value increases when the
+ jack head particles enter the trigger box. We will use this value to stop spawning
+ new particles in our strip.
+
+'
+ theme: Black
+ textSize: Small
+ - title: Trigger Logic
+ position:
+ serializedVersion: 2
+ x: -2808
+ y: 11357
+ width: 339
+ height: 177
+ contents: "Those compare operations allow us to activate or deactivate the trigger
+ of particle events. \n\nWhen the jack reaches its plug, we want to stop spawning
+ particles in our Strip/Cables. \n\nWe also wish to spawn new particles (the
+ green flow dots) to give z visual feedback that the jack is plugged correctly.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Set Alive
+ position:
+ serializedVersion: 2
+ x: -2992
+ y: 11932
+ width: 376
+ height: 242
+ contents: "We spawned way more jack particle meshes than needed to get multiple
+ strips per mesh. \n\nWe will keep the first one, as we only require one jack
+ mesh.\n\rFor this we just check if the current SpawnIndex is equal to 0.\n\nThis
+ boolean result is used to drive the Set Alive attribute. By doing so, only
+ the last particles are drawn with this output. You can see the difference by
+ deactivating the Set Alive node.\n\r\nTo improve things, we can turn on the
+ compute culling option in the Inspector. \n\nThe particles set to Not Alive
+ in the output context are culled in a compute pass rather than in the vertex
+ shader.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Position Sequential Circle
+ position:
+ serializedVersion: 2
+ x: 3015
+ y: 11840
+ width: 259
+ height: 136
+ contents: "This block allows us to distribute our strips/cables circularly. \n\nTo
+ orient the circle correctly, we use the parent's direction were we stored the
+ bezier spline's tangent.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Offset along Path
+ position:
+ serializedVersion: 2
+ x: 793
+ y: 12265
+ width: 323
+ height: 160
+ contents: "To create an interesting and organic motion, we're moving particles
+ away from the main path. \n\nThis offset is driven over the lifetime of particles
+ and the 0-1 travel value inherited from the parents particles.\n\r\nThose operations
+ allow us to slightly offset each cable randomly so they are not stacked on
+ the main travel path.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Rotate3D
+ position:
+ serializedVersion: 2
+ x: 2105
+ y: 12977
+ width: 324
+ height: 131
+ contents: "We're also rotating the particle's position around the Bezier spline
+ path to achieve an even more appealing motion.\n\nThe rotation amount is driven
+ by the age over lifetime (0\u20131) and the travel attribute.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Normal Bending
+ position:
+ serializedVersion: 2
+ x: 3017
+ y: 13635
+ width: 277
+ height: 196
+ contents: "We can use the normal bending factor to get a better volumetric effect.
+ \nThis feature bends the normal of the strips so that they look cylindrical(with
+ strip). \n\nIt is practical to get a nice volumetric look when creating wires,
+ cables, or tentacles.\n\r\nTo turn this feature on, select the \u201COutput
+ Context\u201D and look for \u201CNormal Bending.\u201D\r\n"
+ theme: Black
+ textSize: Small
+ - title: Random Selector Weighted
+ position:
+ serializedVersion: 2
+ x: 2297
+ y: 13463
+ width: 276
+ height: 260
+ contents: "The random operator is the simplest solution to generate randomization.\nWhile
+ it\u2019s nice, the distribution of values is uniform. \n\nYou can get more
+ interesting results if you work on your random distribution. This is especially
+ true when randomizing the size of particles.\n\r\nThis can be done with the
+ Random Selector Weighted. It provides the capability to select a specified
+ number of values and assign a weight to each entry.\n\nThis gives you great
+ control over your random distribution to get more appealing results.\r\n"
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripGPUEvents.vfx.meta b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripGPUEvents.vfx.meta
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index 00000000000..3d520ec41ca
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@@ -0,0 +1,19 @@
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+ externalObjects: {}
+ serializedVersion: 1
+ template:
+ name: Multi-Strip GPU-Event
+ category: Learning Templates
+ description: 'There are several ways to spawn particles, and when dealing with
+ strips, this can have some implications for how you need to set up your VFX.
+ This example illustrates how to circumvent the usual limitation that only permits
+ the creation of one strip per Parent''s particle when dealing with trigger
+ events. Each headphone jack is made of a particle mesh and spawns particles
+ along its path. '
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripSingleBurst.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripSingleBurst.vfx
new file mode 100644
index 00000000000..d574b70b8e8
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripSingleBurst.vfx
@@ -0,0 +1,10300 @@
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+ - title: Single Burst Strips
+ position:
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+ contents: 'You can easily create multiple strips with a single burst by setting
+ a burst count equal to:
+
+
+ Number of strips * Number of particles per
+ strip.
+
+
+ In this example, the numbers used are the same as those used
+ in the strip capacity and particle per-strip count.
+
+
+ This means that
+ no memory allocated will be wasted.
+
+'
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+ position:
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+ contents: "When spawning all the particles with a single burst, assigning them
+ a strip index is easy.\r\n\r\nWe divide our Spawn Index by the number of particles
+ per strip. Then, by getting the floor of our division, we will get a value
+ that ranges between 0 and our number of strips.\r\n\r\nIn our example, we spawn
+ 10 \xD7 50 particles (10 strips x 50 particles \u2192 500 particles).\r\nOur
+ Spawn Index ranges from 0<>499. By dividing this number by the Particle per
+ Strip count, we get a value ranging from 0<>9.98.\r\n\r\nFlooring this value
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+ 0 and 9.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Strip Ratio
+ position:
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+ x: 2221
+ y: -19
+ width: 336
+ height: 186
+ contents: "Getting a 0<>1 normalized value along the strip is often rather valuable
+ when dealing with strips.\n\r\nIt\u2019s pretty easy to calculate: We can divide
+ the ParticleIndexinStrip attribute by the ParticleCountinStrip attribute minus
+ 1.\r\n\r\nThis will give us a 0<>1 value across the strip that we can store
+ in a custom attribute. This way, we can access this value at any time to drive
+ the behavior or appearance of our Strips/trails.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Random Sphere position
+ position:
+ serializedVersion: 2
+ x: 3494
+ y: 153
+ width: 287
+ height: 164
+ contents: "We\u2019re starting with a squashed sphere for our initial position.
+ The spawn mode is custom, and we\u2019re using a 0\u20131 random value per
+ particle strip.\n\r\nThis will make the position on the sphere randomized per
+ strip. \n\nAt this stage, all particles in a strip are collapsed to a random
+ position on a sphere.\r\n"
+ theme: Black
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+ - title: Add Position Shape Line
+ position:
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+ x: 3483
+ y: 347
+ width: 342
+ height: 177
+ contents: "Since our particles are stacked on each other, we would like to add
+ a Y offset to distribute them. \n\nThe position shape line node can be used
+ to accomplish this. We first establish the start and end points. For the endpoint,
+ we use a per-strip random value on the Y-axis. This will result in strips with
+ different heights.\n\r\nAfter that, we use our previously calculated strip
+ ratio attribute to distribute our particles uniformly along the line.\r\n"
+ theme: Black
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+ position:
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+ contents: "The Set Color from Curve node can control the particles\u2019 color
+ using a gradient, which is convenient and easy to manage.\n\r\nWe use the custom
+ mode to input a 0\u20131 float to sample our gradient.\n\r\nWe obtain this
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+ strip.\r\n"
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+ contents: "To add some animation to our strips in the Update Context, we store
+ the Initial position in a Custom attribute called InitPos.\n \nThis will allow
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+ theme: Black
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+ position:
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+ contents: "Turbulence is often used to achieve organic motion, but it\u2019s
+ usually easier to control particle movement and behavior by directly setting
+ the position instead of using forces.\n\r\nTo achieve this, we use the previously
+ stored particles\u2019 initial position, to sample a noise. This noise is animated
+ and added to the particle\u2019s initial position. This offers the benefit
+ of being easily art-directed.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Size over Strip length
+ position:
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+ x: 2089
+ y: 911
+ width: 221
+ height: 151
+ contents: 'We can change the size of each strip by using the 0-1 value in the
+ Strip Ratio custom attribute.
+
+
+
+ This enables us to sample a curve and
+ efficiently art-direct the size across the length of the strip/trail.
+
+'
+ theme: Black
+ textSize: Small
+ - title: Normal Bending
+ position:
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+ contents: "We can use the normal bending factor to get a better volumetric effect.
+ \nThis feature bends the normal of the strips so that they look cylindrical(with
+ strip). \n\nIt is practical to get a nice volumetric look when creating wires,
+ cables, or tentacles.\n\r\nTo turn this feature on, select the \u201COutput
+ Context\u201D and look for \u201CNormal Bending.\u201D\r\n"
+ theme: Black
+ textSize: Small
+ - title: Set Alive
+ position:
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+ y: 2440
+ width: 376
+ height: 300
+ contents: "To finish our Robotic Arm\u2019s VFX, we wanted to add a hand or pliers
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+ of our strips?\n\r\nTo do so, we\u2019re using another Mesh output that renders
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+ in Strip minus 1.\r\nIf it\u2019s equal to 49, this means that the current
+ particle is the last in the strip.\n\r\nThis boolean result is used to drive
+ the Set Alive attribute. By doing so, only the last particle is drawn with
+ this output. You can see the difference by deactivating the Set Alive node.\n\r\nTo
+ improve things, we can turn on the compute culling option in the Inspector.
+ The particles set to Not Alive in the output context are culled in a compute
+ pass rather than in the vertex shader\r\n"
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripSingleBurst.vfx.meta b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripSingleBurst.vfx.meta
new file mode 100644
index 00000000000..ab5b5c971e2
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+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripSingleBurst.vfx.meta
@@ -0,0 +1,17 @@
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+VisualEffectImporter:
+ externalObjects: {}
+ serializedVersion: 1
+ template:
+ name: Multi-Strip Single Burst
+ category: Learning Templates
+ description: There are several ways to spawn particles, and when dealing with
+ strips, this can have some implications for how you need to set up your VFX.
+ This example shows you how to make multiple trails with one single burst of
+ particles.
+ icon: {fileID: 2800000, guid: 49836be3225b70342b4057f6bf94b554, type: 3}
+ thumbnail: {fileID: 2800000, guid: 19ccc7b20971d2948ba209ca9352967d, type: 3}
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripsPeriodicBurst.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripsPeriodicBurst.vfx
new file mode 100644
index 00000000000..3efccec31be
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripsPeriodicBurst.vfx
@@ -0,0 +1,10975 @@
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+ position:
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+ contents: "The Loop Index value cannot be accessed outside the spawn context,
+ so we\u2019re storing it in the texIndex attribute.\n\r\nWe want to allocate
+ a maximum of 20 strips. As the loop index can exceed 19, we pass it through
+ a modulo operation.\n\r\nThis ensures that we store an index that ranges between
+ 0 and 19.\n\r\nThis value will be used as a strip index in the Initialize Context.\r\n"
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+ position:
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+ position:
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+ contents: "Getting a 0<>1 normalized value along the strip is always valuable
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+ the ParticleIndexinStrip attribute by the ParticleCountinStrip attribute minus
+ 1.\n\nThis will give us a 0<>1 value across the strip that we can store in
+ a custom attribute. This way, we can access this value at any time. It can
+ be useful to modulate the width or color of our particles along the strip,
+ for example."
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+ position:
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+ x: 3500
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+ contents: "The Set Color from the Curve node can drive the particle\u2019s color
+ thanks to a gradient. This is very convenient and easy to control.\n\r\nWe
+ use the custom mode to input a 0<>1 float to sample our gradient.\n\r\nWe obtain
+ this 0<>1 value with a PerParticleStrip random node to get a random color per
+ strip.\r\n"
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+ textSize: Small
+ - title: Random Velocity
+ position:
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+ y: 432
+ width: 258
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+ contents: "To get an interesting motion, we set an initial velocity.\n\nFirst,
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+ by multiplying it by our 0<>1 StripRatio. \n\nThis will have the effect of
+ stretching our strips upwards.\r\n"
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+ - title: Strip Ratio
+ position:
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+ x: 2185
+ y: 1342
+ width: 372
+ height: 119
+ contents: 'This strip ratio is reused again to drive the size across the strip
+ and modulate how the forces affect it.
+
+
+ The strip ratio drives the curve
+ and controls the behavior and aspect of our strips by modulating gravity and
+ turbulence forces.
+
+'
+ theme: Black
+ textSize: Small
+ - title: Scale & Bias
+ position:
+ serializedVersion: 2
+ x: 2417
+ y: 2406
+ width: 233
+ height: 204
+ contents: "The UV mode has been changed to scale & bias.\n\r\nThis lets us change
+ the tiling size of our texture along the X-axis.\n\r\nFurthermore, we are utilizing
+ a VFX Time node to offset the texture. \n\nThis causes the textures to scroll
+ on the strip, adding some nice organic motion to our VFX.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Particle Sorting
+ position:
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+ x: 3493
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+ width: 332
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+ contents: "Properly sorting transparent particles is often tricky, especially
+ here, as we\u2019re changing the particle\u2019s position in the output.\n\nTo
+ ensure a clean sorting, we\u2019ve set the Sort mode to custom (select the
+ output and find the \u201CSort mode\u201D setting in the Inspector).\n\r\nThis
+ affords us the capability to regulate the particle sorting value manually.
+ In this situation, we are using the Strip Index. \n\nThis value is stable in
+ our VFX and will make a pleasant sorting.\r\n"
+ theme: Black
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+ position:
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+ x: 1910
+ y: 2835
+ width: 211
+ height: 100
+ contents: 'The Strip Ratio value is also used in the Output to sample curves
+ and modulate the color and alpha of our strips.
+
+'
+ theme: Black
+ textSize: Small
+ - title: Set Alive
+ position:
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+ x: 1463
+ y: 2255
+ width: 401
+ height: 286
+ contents: "We want an extra glowy particle only on the tip of each strip.\n\r\nFor
+ this, we can use another output quad to render new quads on each particle that
+ compose our strips. \n\nFrom here, we compare the Spawn Index in Strip with
+ 49 (Particle Count in Strip - 1)\n\r\nIf the spawnIndexinStrip is equal to
+ 49, this means that it\u2019s the tip of the strip. This boolean result is
+ used to drive the Set Alive attribute.\n\nBy doing so, only the tip's particles
+ are drawn by this output. You can see the difference by deactivating the Set
+ Alive node.\n\r\nTo improve performace, we can turn on the compute culling
+ option in the Inspector. The particles set to Not Alive in the output context
+ are culled in a compute pass rather than in the vertex shader.\r\n"
+ theme: Black
+ textSize: Small
+ categories: []
+ uiBounds:
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripsPeriodicBurst.vfx.meta b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripsPeriodicBurst.vfx.meta
new file mode 100644
index 00000000000..b29a935f8eb
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+ name: Multi-Strip Periodic Burst
+ category: Learning Templates
+ description: There are several ways to spawn particles, and when dealing with
+ strips, this can have some implications for how you need to set up your VFX.
+ This example shows you how to make a new trail for each periodic burst within
+ a single VFX system.
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripsSpawnRate.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripsSpawnRate.vfx
new file mode 100644
index 00000000000..c90634b98da
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripsSpawnRate.vfx.meta b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripsSpawnRate.vfx.meta
new file mode 100644
index 00000000000..f9a355bc1eb
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultiStripsSpawnRate.vfx.meta
@@ -0,0 +1,17 @@
+fileFormatVersion: 2
+guid: ca72ef41e5ce48145b8c4b3fc13e3649
+VisualEffectImporter:
+ externalObjects: {}
+ serializedVersion: 1
+ template:
+ name: Multi-Strip Spawn Rate
+ category: Learning Templates
+ description: There are several ways to spawn particles, and when dealing with
+ strips, this can have some implications for how you need to set up your VFX.
+ This example shows you how to make multiple trails out of a continuous spawn
+ rate of particles.
+ icon: {fileID: 2800000, guid: 49836be3225b70342b4057f6bf94b554, type: 3}
+ thumbnail: {fileID: 2800000, guid: fe70339a289765e48b1d8950b4737299, type: 3}
+ userData:
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+ assetBundleVariant:
diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultipleOutputs.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultipleOutputs.vfx
index a0f5cfd4248..b96c327a337 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultipleOutputs.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/MultipleOutputs.vfx
@@ -24,10 +24,10 @@ MonoBehaviour:
contents: 'You can name your system by double-clicking on the green text in the
left upper corner of the dashed box.
-
- It''s important to stay
- organized, so don''t forget to give informative names to your systems.
+
+ It''s important to stay organized,
+ so don''t forget to give informative names to your systems.
'
theme: Black
@@ -120,7 +120,7 @@ MonoBehaviour:
m_CustomAttributes: []
m_ParameterInfo: []
m_ImportDependencies: []
- m_GraphVersion: 17
+ m_GraphVersion: 18
m_ResourceVersion: 1
m_SubgraphDependencies: []
m_CategoryPath:
diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/OrientAdvanced.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/OrientAdvanced.vfx
index 27fe16546ee..75b8d817d3f 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/OrientAdvanced.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/OrientAdvanced.vfx
@@ -91,10 +91,10 @@ MonoBehaviour:
contents: 'We''re using a sphere property to spawn our particles on this sphere,
thanks to a Shape: Sphere block.
-
- Using a sphere property allows
- us to reuse the sphere information (transforms, radius, etc.) later on in the
+
+ Using a sphere property allows us
+ to reuse the sphere information (transforms, radius, etc.) later on in the
update and output context.
'
@@ -152,24 +152,23 @@ MonoBehaviour:
The final size of the particles is equal
to Scale * Size attribute.
-
- The scale attribute is used when
- you want to have a non-uniform scale for quads or meshes.
-
+ The scale attribute is used when you want
+ to have a non-uniform scale for quads or meshes.
+
+
+
+ The scale attribute
+ allows you to control the size ratio on X/Y/Z. The final size is: scale attribute
+ * size attribute.
- The
- scale attribute allows you to control the size ratio on X/Y/Z. The final size
- is: scale attribute * size attribute.
-
- Note: The scale attribute
- is "variadic". This means that its type can change based on the channel settings.
- If you''re not using a mesh but only a 2D quad, you can set it to XY. This
- way, the attribute will be a Vector2 instead of a Vector3, and this can help
- you save some memory.
+ Note: The scale attribute is "variadic". This means
+ that its type can change based on the channel settings. If you''re not using
+ a mesh but only a 2D quad, you can set it to XY. This way, the attribute will
+ be a Vector2 instead of a Vector3, and this can help you save some memory.
'
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/OrientFixedAxis.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/OrientFixedAxis.vfx
index 4ac0bd5b21b..1eb40115437 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/OrientFixedAxis.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/OrientFixedAxis.vfx
@@ -327,11 +327,11 @@ MonoBehaviour:
socket. We store that information in custom attributes to be able to use them
later on.
-
- This allows us to avoid sampling the mesh in the
- update context, as it can be costly. Thanks to this, we''re sampling the mesh
- only when the particles are born.
+
+ This allows us to avoid sampling the mesh in the update
+ context, as it can be costly. Thanks to this, we''re sampling the mesh only
+ when the particles are born.
'
theme: Black
@@ -347,11 +347,11 @@ MonoBehaviour:
of the mesh. As we want to spawn a thousand feathers, we''re taking the spawnIndex
% 100 and storing it in a custom attribute.
-
- This is creating
- a per-particle index from 0-99 that allows us to identify which eye socket
- each feather is in.
+
+ This is creating a per-particle
+ index from 0-99 that allows us to identify which eye socket each feather is
+ in.
'
theme: Black
@@ -494,10 +494,10 @@ MonoBehaviour:
contents: 'The value noise operator can be very useful to add some life or animation
to particle attributes.
-
- Here we''re using the time and a random
- number (to offset the noise per particle) to sample the value of noise.
+
+ Here we''re using the time and a random number
+ (to offset the noise per particle) to sample the value of noise.
The
output values are then used to drive the eye''s pupils size and the eye''s
@@ -505,7 +505,7 @@ MonoBehaviour:
This is what is giving noisy/flickering eyes staring at you.
-
+
1D
noise is cheap, but 2D & 3D noise are more expensive to compute. The cost increases
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later on.
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- only when the particles are born.
+
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theme: Black
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/PivotAdvanced.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/PivotAdvanced.vfx
index de78b008fd8..ca410e8d630 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/PivotAdvanced.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/PivotAdvanced.vfx
@@ -210,14 +210,14 @@ MonoBehaviour:
done so that the bending of the flower is based on the root position of the
petal.
-
- To be able to rotate the petals when they fall, we
- want the pivot to be in the center of the petals.
- To achieve this,
- we''re animating the pivot over the lifetime of the particles, starting when
- the petals are falling.
+ To be able to rotate the petals when they fall, we want the
+ pivot to be in the center of the petals.
+
+ To achieve this, we''re animating
+ the pivot over the lifetime of the particles, starting when the petals are
+ falling.
'
theme: Black
@@ -331,12 +331,12 @@ MonoBehaviour:
contents: 'ParticleID % 3 * X is used as a seed for a constant random number.
Thanks to the seed, we can get a random variation per flower.
-
+
The
variation per flower is multiplied by a random number per particle (petals).
-
+
This
value is then multiplied by a curve over the particle lifetime, which makes
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index d5a83e6a17f..44500cc9721 100644
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/RotationAngle.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/RotationAngle.vfx
index 5dbea88e28d..8cdde18f20f 100644
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'
theme: Black
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/SampleMesh.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/SampleMesh.vfx
index 6b0f17a2e7d..526862f7ae5 100644
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+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/SampleMesh.vfx
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/SampleTexture2D.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/SampleTexture2D.vfx
index 979c9560145..a1819d00654 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/SampleTexture2D.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/SampleTexture2D.vfx
@@ -170,12 +170,11 @@ MonoBehaviour:
motion to your particles. You can offset the transform position or do some
fancy rotation.
-
- Here, the turbulence intensity is also animated
- over the particle''s lifetime. This is why the sampled texture2D is easily
- recognizable when the particles are born and slowly get pushed away by the
- turbulence force.
+
+ Here, the turbulence intensity is also animated over
+ the particle''s lifetime. This is why the sampled texture2D is easily recognizable
+ when the particles are born and slowly get pushed away by the turbulence force.
'
theme: Black
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripGPUEvent.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripGPUEvent.vfx
new file mode 100644
index 00000000000..9c43649e6ec
--- /dev/null
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+ contents: This system is bursting particles. Those particles will be parents
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+ textSize: Small
+ - title: Initialize Context
+ position:
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+ width: 271
+ height: 153
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+ width: 312
+ height: 131
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+ textSize: Small
+ - title: Trigger Logic
+ position:
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+ y: 1485
+ width: 336
+ height: 155
+ contents: "To get lovely visual feedback on the mushroom blossom, we want to
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+ age over lifetime value with 0.5 which corresponds to when the mushroom stops.
+ \n\nThe result of this boolean statement drives the activation port of the
+ trigger event nodes.\r\n"
+ theme: Black
+ textSize: Small
+ - title: ShaderGraph Control
+ position:
+ serializedVersion: 2
+ x: -207
+ y: 2122
+ width: 314
+ height: 179
+ contents: "A custom ShaderGraph has been made, and some properties have been
+ exposed. \n\nThis means that we can drive those values per particle.\n\r\nIt
+ is possible to control the UV scale and offset to add some per-particle randomization.
+ \n\nBut we can also control the \u201Crotten\u201D appearance of our mushrooms.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Scale
+ position:
+ serializedVersion: 2
+ x: -2751
+ y: 2417
+ width: 248
+ height: 155
+ contents: "To get more randomization, we\u2019re playing with the scale attribute
+ value. \nThese operations make the mushroom hats grow over their lifetime.
+ \n\nThe \u201CRotten\u201D attribute is also used to shrink the scale value.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Fake Gravity
+ position:
+ serializedVersion: 2
+ x: -2919
+ y: 2943
+ width: 262
+ height: 167
+ contents: "To achieve a more convincing rotting effect, we offset the particle\u2019s
+ position using the rotten attribute value.\r\n\r\nThis is done by using the
+ Rotate3D operator.\r\n\r\nThe rotation axis is calculated by a cross-product
+ operation, and the rotation amount is driven by the rotten value.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Source Attribute and GPU Event
+ position:
+ serializedVersion: 2
+ x: 1847
+ y: 1832
+ width: 321
+ height: 152
+ contents: "Particles spawned with GPU events can retrieve their parents\u2019
+ attribute values in the initialize context.\n\r\nThe \u201Csource\u201D location
+ lets you get the value from the parent particle.\n\r\nHere, we inherit the
+ parent\u2019s position, size, lifetime, and age.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Rotten
+ position:
+ serializedVersion: 2
+ x: 1433
+ y: 2129
+ width: 220
+ height: 179
+ contents: "The particles inherits their parents\u2019 lifetime and age. \nThe
+ age and lifetime is in sync with their parent. \n\nThis allows us to use the
+ same sample curve operation and have rotten values in sync between the mushroom
+ hats and the mushroom Strips/feet.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Strip Ratio
+ position:
+ serializedVersion: 2
+ x: 1105
+ y: 2371
+ width: 336
+ height: 187
+ contents: "Getting a 0<>1 normalized value along the strip is always valuable
+ when dealing with trails.\r\n.\r\nIt\u2019s pretty easy to calculate: We can
+ divide the ParticleIndexinStrip attribute by the ParticleCountinStrip attribute
+ minus 1.\r\n\r\nThis will give us a 0<>1 value across the strip that we can
+ store in a custom attribute. This way, we can access this value at any time
+ to drive the behavior or appearance of our Strips/trails.\r\n"
+ theme: Black
+ textSize: Small
+ - title: MushRoom Stem Size
+ position:
+ serializedVersion: 2
+ x: 243
+ y: 2891
+ width: 210
+ height: 156
+ contents: "We\u2019re driving the width of the strips (mushroom foot) based on
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+ our rotten value."
+ theme: Black
+ textSize: Small
+ - title: Fake Gravity
+ position:
+ serializedVersion: 2
+ x: -435
+ y: 3587
+ width: 262
+ height: 193
+ contents: "To achieve a more convincing rotting effect, we offset the particle\u2019s
+ position using the rotten attribute value.\r\n\r\nThis is done by using the
+ Rotate3D operator.\r\n\r\nThe rotation axis is calculated by a cross-product
+ operation, and the rotation amount is driven by the rotten value.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Random Angular VelocityZ
+ position:
+ serializedVersion: 2
+ x: 3959
+ y: 2236
+ width: 268
+ height: 188
+ contents: "Adding some angular velocity can help to get a nice rotational motion.\n\r\nHere,
+ we\u2019re randomizing the angular velocity Z and multiplying it with a Random
+ Selector.\n\r\nThis random selector is very practical and can help us get specific
+ values.\n\nIn this case, it allows us to rotate either positively or negatively.\r\n"
+ theme: Black
+ textSize: Small
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+ position:
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+ x: 3919
+ y: 1905
+ width: 241
+ height: 127
+ contents: "When dealing with local space systems, using the particle\u2019s position
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+ true when randomizing the size of particles.\n\r\nThis can be done with the
+ Random Selector Weighted. It provides the capability to select a specified
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripGPUEvent.vfx.meta b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripGPUEvent.vfx.meta
new file mode 100644
index 00000000000..ace1846b14e
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripGPUEvent.vfx.meta
@@ -0,0 +1,19 @@
+fileFormatVersion: 2
+guid: df1e474b859146a4cb64910d1405926d
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+ template:
+ name: Strip GPU-Event
+ category: Learning Templates
+ description: "There are several ways to spawn particles, and when dealing with
+ strips, this can have some implications for how you need to set up your VFX.
+ Using GPU trigger events is often the most straightforward way of creating
+ strips. This example shows an example of a growing mushroom's VFX, with the
+ mushroom\u2019s hat being particle meshes and the mushroom\u2019s foot made
+ with particle strips."
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripProperties.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripProperties.vfx
new file mode 100644
index 00000000000..a3db1711a0e
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripProperties.vfx
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+ - title: Spawn Master
+ position:
+ serializedVersion: 2
+ x: 1186
+ y: -1060
+ width: 329
+ height: 100
+ contents: 'You can use the same Spawn Context to trigger the Initialize Context
+ of multiple systems.
+
+ This can be very practical to share spawnCount
+ or to synchonyze different System''s loop.'
+ theme: Black
+ textSize: Small
+ - title: Initialize Particle Strip
+ position:
+ serializedVersion: 2
+ x: 1062
+ y: -391
+ width: 529
+ height: 307
+ contents: "To generate Strips, you must utilize a Particle Strip Data type. You
+ can find it by:\r\n\nUsing the node search \r\nor\r\nSelecting an Initialize
+ Context and changing the data type to Initialize Particle Strip in the Inspector.\r\n\nYou
+ can now set the strip capacity and particle per strip count of your system.
+ It's similar to the capacity of a regular Initialize context and necessary
+ for proper memory allocation.\r\n \r\nThe allocation corresponds to the maximum
+ number of Strips (Strip capacity) multiplied by the Particle per strip count.\n\n\rConsider
+ these questions when setting values:\r\nWhat is the maximum number of strips
+ that this system will handle?\r\nHow many particles are going to compose each
+ strip?\r\n\r\nNote that the number of particles per strip can have an influence
+ over its appearance and behavior.\r\n"
+ theme: Black
+ textSize: Small
+ - title: Strip Index
+ position:
+ serializedVersion: 2
+ x: 287
+ y: -375
+ width: 270
+ height: 180
+ contents: 'The Strip Index is a standard per-particle attribute. This setting
+ enables you to define the index of the particle strip to which each particle
+ belongs.
+
+
+
+ This example is simple because we only have one strip, and
+ we want all our particles to be on it. The Strip Index starts at 0, and we
+ want all our particles to be included in it, so we''ll keep it at 0.
+
+'
+ theme: Black
+ textSize: Small
+ - title: ParticleIndex in Strip
+ position:
+ serializedVersion: 2
+ x: 83
+ y: 37
+ width: 240
+ height: 120
+ contents: 'This attribute is a UInt that represents the Particle Index inside
+ the Particle Strip buffer.
+
+
+ As we''re spawning 9 particles, this index
+ will modulate between 0-8.'
+ theme: Black
+ textSize: Small
+ - title: Position Sequential Line
+ position:
+ serializedVersion: 2
+ x: 1065
+ y: 5
+ width: 348
+ height: 221
+ contents: 'This block allows you to set the particle''s position on a line.
+
+
+ The
+ line is divided into segments based on the count property value.
+
+
+
+ To
+ determine the location of each particle on the line, we set an index setting.
+ By default, the setting uses the ParticleID. In this example, we use a custom
+ index and feed the ParticleIndexInStrip attribute to it.
+
+
+
+ Using
+ the ParticleIndexInStrip attribute, this block spreads the particles that compose
+ the strip along a line.
+
+'
+ theme: Black
+ textSize: Small
+ - title: Update Particle Strip
+ position:
+ serializedVersion: 2
+ x: 341
+ y: 551
+ width: 242
+ height: 112
+ contents: When you connect the Update Particle to the Initialize Particle Strip
+ context, that context is converted to the Update Particle Strip context to
+ match the data type of the system.
+ theme: Black
+ textSize: Small
+ - title: Output ParticleStrip
+ position:
+ serializedVersion: 2
+ x: 47
+ y: 796
+ width: 304
+ height: 128
+ contents: 'The ParticleStrip Output is responsible for rendering the particles
+ as contiguous Strips.
+
+
+ There are other particle strip outputs, such
+ as ParticleStrip Unlit, ParticleStrip Lit, or ParticleStrip ShaderGraph.
+
+
+'
+ theme: Black
+ textSize: Small
+ - title: Size
+ position:
+ serializedVersion: 2
+ x: 52
+ y: 1191
+ width: 304
+ height: 100
+ contents: The size attribute can be used to modify the width of your strips.
+ theme: Black
+ textSize: Small
+ - title: Spawn Index in Strip
+ position:
+ serializedVersion: 2
+ x: 39
+ y: 1757
+ width: 310
+ height: 178
+ contents: 'This attribute is a UInt representing the Spawn Index in the strip.
+ Unlike the ParticleIndexInStrip attribute, the SpawnIndexInStrip is not unique.
+ Two particles born on different frames in the same strip can share the same
+ index.
+
+
+ In this example, all particles spawn on the same frame due to
+ a single burst, making the SpawnIndexInStrip and ParticleIndexInStrip values
+ identical.
+
+
+'
+ theme: Black
+ textSize: Small
+ - title: Debug Index
+ position:
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+ y: 1494
+ width: 270
+ height: 119
+ contents: "This Output is used to display the SpawnIndexInStrip value ranging
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+ showcase."
+ theme: Black
+ textSize: Small
+ - title: Output Quad
+ position:
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+ y: 1491
+ width: 343
+ height: 137
+ contents: 'We use Particle Strip Data for a Particle Strip output, but we can
+ connect a regular Output Quad (unlit/lit/ShaderGraph) to Particle Strip Data
+ too.
+
+
+
+ Here, our quad outputs help illustrate the particle''s
+ position within the strip and the ParticleIndexInStrip value.
+
+'
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+ textSize: Small
+ - title: Tiling Mode
+ position:
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+ y: 827
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+ contents: "\nThe Tiling Mode setting allows you to modify how the output generates
+ the texture coordinate within a strip.\n\n\u2022 Stretch: Stretches the mapping
+ along the whole strip.\r\n\u2022 Repeat Per Segment: Restart the mapping for
+ every segment of the strip.\r\n\u2022 Custom: Manually provides the reference
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripProperties.vfx.meta b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripProperties.vfx.meta
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index 00000000000..9d7f6311331
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+ category: Learning Templates
+ description: You can use strips, also known as Ribbons or Trails, to create a
+ wide range of VFX. The Strip Output Context and Strip particle data allow you
+ to draw a quad between each particle. This example demonstrates a straightforward
+ Strip setup. It explains the various strip properties and attributes that control
+ its visual appearance and behavior.
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripSpawnRate.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripSpawnRate.vfx
new file mode 100644
index 00000000000..f4f6d806733
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripSpawnRate.vfx
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripSpawnRate.vfx.meta b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripSpawnRate.vfx.meta
new file mode 100644
index 00000000000..cbafb150da5
--- /dev/null
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/StripSpawnRate.vfx.meta
@@ -0,0 +1,17 @@
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+guid: f78050f9f0d59454f85bb860231d6b0d
+VisualEffectImporter:
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+ template:
+ name: Strip Spawn Rate
+ category: Learning Templates
+ description: 'There are several ways to spawn particles, and when dealing with
+ strips, this can have some implications for how you need to set up your VFX.
+ This example shows you how to make a single trail out of a continuous spawn
+ rate of particles. '
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Subgraphs/AngularVelocityDrag.vfxblock b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Subgraphs/AngularVelocityDrag.vfxblock
index 46d86d4bf19..640c83b1a87 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Subgraphs/AngularVelocityDrag.vfxblock
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Subgraphs/AngularVelocityDrag.vfxblock
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Subgraphs/Random Vector.vfxoperator.meta b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Subgraphs/Random Vector.vfxoperator.meta
deleted file mode 100644
index 142d93798a8..00000000000
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/Subgraphs/Random Vector.vfxoperator.meta
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/TexIndexAdvanced.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/TexIndexAdvanced.vfx
index 0e94214c7b1..7fc72dfd636 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/TexIndexAdvanced.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/TexIndexAdvanced.vfx
@@ -622,8 +622,8 @@ MonoBehaviour:
This way, we have two
brush strokes per particle.
- A green one and a black one, that help
- make the first one more visible by contrast.
+ A green one and a black one, that help make
+ the first one more visible by contrast.
'
theme: Black
@@ -638,7 +638,7 @@ MonoBehaviour:
contents: 'The Sequential 3D operator is usually used to distribute particles
in a sequential order, allowing us to create 1,2 or 3D grids.
-
+
But
here we''re storing this sequential distribution in a custom Vector2 attribute
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diff --git a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/TriggerEventCollide.vfx b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/TriggerEventCollide.vfx
index f82a91c9849..074a9e54046 100644
--- a/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/TriggerEventCollide.vfx
+++ b/Packages/com.unity.visualeffectgraph/Samples~/VFXLearningTemplates/VFX/TriggerEventCollide.vfx
@@ -478,25 +478,25 @@ MonoBehaviour:
contents: 'We want to create an oscillating spring rotation and exaggerate this
motion, as we can sometimes see in cartoons.
-
- A sine operator
- and time are used to create the high-frequency back-and-forth motion.
- This
- wave is multiplied by a random axis, either (1,0) or (0,1), so that each particle
+ A sine operator and time
+ are used to create the high-frequency back-and-forth motion.
+
+ This wave
+ is multiplied by a random axis, either (1,0) or (0,1), so that each particle
rotates on a different axis.
-
- To finish, we''re multiplying
- the decreasing curves along the particle''s lifetime.
- This creates a
- lovely spring-like motion that kicks in when the particles start appearing
- and then swiftly slows down.
+ To finish, we''re multiplying the decreasing
+ curves along the particle''s lifetime.
+
+ This creates a lovely spring-like
+ motion that kicks in when the particles start appearing and then swiftly slows
+ down.
+
-
'
theme: Black
@@ -533,21 +533,21 @@ MonoBehaviour:
a Subgraph to be converted into an integer. This integer is used to set the
texIndex attribute that corresponds to the score sprite sheet.
-
+
The
distance is used to sample a curve. This curve allows us to remap the value
outputting either 0, 0.5 or 1.0
-
- 0 when the dart is in a regular
- dartboard case.
+
+ 0 when the dart is in a regular dartboard
+ case.
0.5 when the dart is in an X2 multiplier case.
- 1.0
- when the dart is in an X3 multiplier case.
+ 1.0 when
+ the dart is in an X3 multiplier case.
'
theme: Black
@@ -564,10 +564,10 @@ MonoBehaviour:
us different colors for our score particles based on whether they are on multipliers
x1, x2, or x3.
-
- The color is also multiplied by a curve over
- time to create a brief color flash when the particles are born.
+
+ The color is also multiplied by a curve over time to
+ create a brief color flash when the particles are born.
'
theme: Black
@@ -583,10 +583,10 @@ MonoBehaviour:
x1, x2, and x3 derived from the distance information. Higher score modifiers
get bigger size particles to increase the reward feelings.
-
- To
- get a vibrant look, the size is multiplied by a high-frequency sine wave.
+
+ To get
+ a vibrant look, the size is multiplied by a high-frequency sine wave.
'
theme: Black
@@ -657,7 +657,7 @@ MonoBehaviour:
x: -1581
y: -1089
width: 10081
- height: 5462
+ height: 5460
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+ m_MasterSlot: {fileID: 8926484042661617527}
m_MasterData:
m_Owner: {fileID: 0}
m_Value:
@@ -21151,9 +21219,10 @@ MonoBehaviour:
m_serializedType:
m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
- m_Direction: 0
- m_LinkedSlots: []
---- !u!114 &8926484042661617423
+ m_Direction: 1
+ m_LinkedSlots:
+ - {fileID: 8926484042661617357}
+--- !u!114 &8926484042661617529
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -21166,12 +21235,12 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_UIIgnoredErrors: []
- m_Parent: {fileID: 8926484042661617421}
+ m_Parent: {fileID: 8926484042661617527}
m_Children: []
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661617416}
+ m_MasterSlot: {fileID: 8926484042661617527}
m_MasterData:
m_Owner: {fileID: 0}
m_Value:
@@ -21184,9 +21253,10 @@ MonoBehaviour:
m_serializedType:
m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
- m_Direction: 0
- m_LinkedSlots: []
---- !u!114 &8926484042661617424
+ m_Direction: 1
+ m_LinkedSlots:
+ - {fileID: 8926484042661617358}
+--- !u!114 &8926484042661617530
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
@@ -21199,12 +21269,12 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
m_UIIgnoredErrors: []
- m_Parent: {fileID: 8926484042661617421}
+ m_Parent: {fileID: 8926484042661617527}
m_Children: []
m_UIPosition: {x: 0, y: 0}
m_UICollapsed: 1
m_UISuperCollapsed: 0
- m_MasterSlot: {fileID: 8926484042661617416}
+ m_MasterSlot: {fileID: 8926484042661617527}
m_MasterData:
m_Owner: {fileID: 0}
m_Value:
@@ -21217,64 +21287,5 @@ MonoBehaviour:
m_serializedType:
m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral,
PublicKeyToken=b77a5c561934e089
- m_Direction: 0
- m_LinkedSlots: []
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-MonoBehaviour:
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- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
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- m_UISuperCollapsed: 0
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- m_OutputSlots: []
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- m_ActivationSlot: {fileID: 8926484042661617436}
- mode: 6
- axes: 4
- faceRay: 1
---- !u!114 &8926484042661617436
-MonoBehaviour:
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- m_CorrespondingSourceObject: {fileID: 0}
- m_PrefabInstance: {fileID: 0}
- m_PrefabAsset: {fileID: 0}
- m_GameObject: {fileID: 0}
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- m_Script: {fileID: 11500000, guid: b4c11ff25089a324daf359f4b0629b33, type: 3}
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- m_MasterData:
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- m_Value:
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- PublicKeyToken=b77a5c561934e089
- m_SerializableObject: False
- m_Space: -1
- m_Property:
- name: _vfx_enabled
- m_serializedType:
- m_SerializableType: System.Boolean, mscorlib, Version=4.0.0.0, Culture=neutral,
- PublicKeyToken=b77a5c561934e089
- m_Direction: 0
+ m_Direction: 1
m_LinkedSlots: []
diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXInit.template b/Packages/com.unity.visualeffectgraph/Shaders/VFXInit.template
index 3a0a92274cb..1239dbe201c 100644
--- a/Packages/com.unity.visualeffectgraph/Shaders/VFXInit.template
+++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXInit.template
@@ -33,7 +33,7 @@ RWStructuredBuffer deadList;
StructuredBuffer eventList;
#endif
-#if HAS_STRIPS
+#if HAS_STRIPS_DATA
RWStructuredBuffer stripDataBuffer;
#endif
diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXOutputUpdate.template b/Packages/com.unity.visualeffectgraph/Shaders/VFXOutputUpdate.template
index 9d40ef7ac07..8180da5c06b 100644
--- a/Packages/com.unity.visualeffectgraph/Shaders/VFXOutputUpdate.template
+++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXOutputUpdate.template
@@ -13,7 +13,7 @@ ${VFXGlobalDeclaration}
#pragma multi_compile _ UNITY_SINGLE_PASS_STEREO STEREO_INSTANCING_ON STEREO_MULTIVIEW_ON
#endif
-#if HAS_STRIPS
+#if HAS_STRIPS_DATA
StructuredBuffer stripDataBuffer;
#endif
diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template b/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template
index cd77096d90b..464cdf11764 100644
--- a/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template
+++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleCommon.template
@@ -167,7 +167,7 @@ if (index >= indirectBuffer[instanceActiveIndex])
index = indirectBuffer[VFXGetIndirectBufferIndex(index, instanceActiveIndex)];
#endif
-#if HAS_STRIPS
+#if HAS_STRIPS_DATA
StripData stripData;
uint relativeIndexInStrip = 0;
if (!FindIndexInStrip(index, id, instanceIndex, relativeIndexInStrip, stripData))
@@ -191,7 +191,7 @@ ${VFXLoadAttributes:{(?!(alive))(\b\w)}}
#endif
// Initialize built-in needed attributes
-#if HAS_STRIPS
+#if HAS_STRIPS_DATA
InitStripAttributes(index, attributes, stripData);
#endif
${VFXEnd}
diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleHeader.template b/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleHeader.template
index bbb1fb44212..56fda70b46f 100644
--- a/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleHeader.template
+++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleHeader.template
@@ -39,7 +39,7 @@ StructuredBuffer indirectBuffer;
StructuredBuffer deadList;
#endif
-#if HAS_STRIPS
+#if HAS_STRIPS_DATA
StructuredBuffer stripDataBuffer;
#endif
diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleStripCommon.hlsl b/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleStripCommon.hlsl
index 7be7e3312fb..06db2178322 100644
--- a/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleStripCommon.hlsl
+++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXParticleStripCommon.hlsl
@@ -27,7 +27,7 @@ struct StripData
uint prevNextIndex;
};
-#if HAS_STRIPS
+#if HAS_STRIPS_DATA
const StripData GetStripDataFromStripIndex(uint stripIndex, uint instanceIndex)
{
StripData stripData = (StripData)0;
@@ -59,19 +59,30 @@ uint GetRelativeIndex(uint particleIndex, const StripData data)
bool FindIndexInStrip(inout uint index, uint id, uint instanceIndex, out uint relativeIndexInStrip, out StripData stripData)
{
+ uint particlePerStripCount = PARTICLE_PER_STRIP_COUNT;
+
+#if HAS_STRIPS && !VFX_HAS_INDIRECT_DRAW
+ // skipping last particle per strip as an optimization
+ particlePerStripCount--;
+#endif
+
+ uint stripIndex = index / particlePerStripCount;
+ stripData = GetStripDataFromStripIndex(stripIndex, instanceIndex);
+
#if VFX_HAS_INDIRECT_DRAW
// In indirect mode, index is global particle index
- uint stripIndex = index / (PARTICLE_PER_STRIP_COUNT);
- stripData = GetStripDataFromStripIndex(stripIndex, instanceIndex);
uint relativeParticleIndex = GetRelativeIndex(index, stripData);
#else
- // By default, index is the relative particle index (skipping last one per strip as an optimization)
- uint stripIndex = index / (PARTICLE_PER_STRIP_COUNT - 1);
- stripData = GetStripDataFromStripIndex(stripIndex, instanceIndex);
- uint relativeParticleIndex = index - stripIndex * (PARTICLE_PER_STRIP_COUNT - 1);
+ // By default, index is the relative particle index
+ uint relativeParticleIndex = index - stripIndex * particlePerStripCount;
+#endif
+
+ relativeIndexInStrip = relativeParticleIndex; // vertex index in the strip
+#if HAS_STRIPS
+ // For strip outputs, particle index belongs to one segment or another depending of the edge
+ relativeIndexInStrip += STRIP_PARTICLE_IN_EDGE;
#endif
- relativeIndexInStrip = relativeParticleIndex + STRIP_PARTICLE_IN_EDGE; // vertex index in the strip
index = GetParticleIndex(relativeIndexInStrip, stripData);
uint maxEdgeIndex = relativeParticleIndex + 1;
diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXUpdate.template b/Packages/com.unity.visualeffectgraph/Shaders/VFXUpdate.template
index b4fedb26fe4..2fb3239f994 100644
--- a/Packages/com.unity.visualeffectgraph/Shaders/VFXUpdate.template
+++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXUpdate.template
@@ -25,7 +25,7 @@ RWStructuredBuffer deadList;
RWStructuredBuffer indirectBuffer;
#endif
-#if HAS_STRIPS
+#if HAS_STRIPS_DATA
RWStructuredBuffer stripDataBuffer;
#endif
diff --git a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/OutputTextureFeature.cs b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/OutputTextureFeature.cs
index aa3110a44dd..f992e6ff8d1 100644
--- a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/OutputTextureFeature.cs
+++ b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/OutputTextureFeature.cs
@@ -99,7 +99,6 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData
private class PassData
{
internal ProfilingSampler profilingSampler;
- internal TextureHandle cameraNormalsTexture;
internal Material material;
internal Vector4 outputAdjust;
}
@@ -110,11 +109,6 @@ private static void ExecutePass(PassData passData, RasterCommandBuffer cmd)
{
using (new ProfilingScope(cmd, passData.profilingSampler))
{
- if (passData.cameraNormalsTexture.IsValid())
- {
- passData.material.SetTexture(s_CameraNormalsTextureID, passData.cameraNormalsTexture);
- }
-
passData.material.SetVector(s_OutputAdjustParamsID, passData.outputAdjust);
Blitter.BlitTexture(cmd, Vector2.one, passData.material, 0);
}
@@ -124,21 +118,12 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer
{
UniversalResourceData resourceData = frameData.Get();
UniversalCameraData cameraData = frameData.Get();
- UniversalRenderer renderer = cameraData.renderer as UniversalRenderer;
using (var builder = renderGraph.AddRasterRenderPass("Output Texture Pass", out var passData, m_ProfilingSampler))
{
builder.UseAllGlobalTextures(true);
- if (renderer.renderingModeActual == RenderingMode.Deferred)
- {
- builder.UseTexture(resourceData.gBuffer[renderer.deferredLights.GBufferNormalSmoothnessIndex]);
- passData.cameraNormalsTexture =
- resourceData.gBuffer[renderer.deferredLights.GBufferNormalSmoothnessIndex];
- }
-
-
- builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.ReadWrite);
+ builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
builder.AllowPassCulling(false);
passData.profilingSampler = m_ProfilingSampler;
diff --git a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/006_StripAttributes.vfx b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/006_StripAttributes.vfx
index 1c72f0fc873..8f5d8d190ba 100644
--- a/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/006_StripAttributes.vfx
+++ b/Tests/SRPTests/Packages/com.unity.testing.visualeffectgraph/Scenes/006_StripAttributes.vfx
@@ -13,98 +13,143 @@ MonoBehaviour:
m_Name: VFXUI
m_EditorClassIdentifier:
groupInfos:
- - title: ParticleInStrip & CountInStrip
+ - title: Strip Index
position:
serializedVersion: 2
- x: -734
- y: -709
- width: 1658
- height: 1806
+ x: 0
+ y: 0
+ width: 100
+ height: 100
contents:
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+ isStickyNote: 0
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id: 0
isStickyNote: 0
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+ - title: Spawn Index
position:
serializedVersion: 2
- x: -1021
- y: 1147
- width: 1260
- height: 1654
+ x: -1020
+ y: 1151
+ width: 1553
+ height: 2038
contents:
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id: 0
isStickyNote: 0
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id: 0
isStickyNote: 0
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id: 0
isStickyNote: 0
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+ - model: {fileID: 8926484042661615364}
id: 0
isStickyNote: 0
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+ - model: {fileID: 8926484042661615027}
id: 0
isStickyNote: 0
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+ - model: {fileID: 8926484042661615051}
id: 0
isStickyNote: 0
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+ - model: {fileID: 8926484042661615054}
id: 0
isStickyNote: 0
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+ - model: {fileID: 8926484042661615059}
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@@ -128,87 +173,148 @@ MonoBehaviour:
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id: 0
isStickyNote: 0
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+ id: 0
+ isStickyNote: 0
+ - title: ParticleInStrip & CountInStrip
position:
serializedVersion: 2
- x: 273
- y: 1151
- width: 1439
- height: 1468
+ x: 67
+ y: -1396
+ width: 2052
+ height: 2348
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diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Scenes/5012_PathTracing_Transmission/Settings/Scene Settings Profile.asset b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Scenes/5012_PathTracing_Transmission/Settings/Scene Settings Profile.asset
index 9939c9e9856..2d1a4b031d6 100644
--- a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Scenes/5012_PathTracing_Transmission/Settings/Scene Settings Profile.asset
+++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Scenes/5012_PathTracing_Transmission/Settings/Scene Settings Profile.asset
@@ -20,7 +20,7 @@ MonoBehaviour:
m_OverrideState: 0
m_Value:
serializedVersion: 2
- m_Bits: 1847
+ m_Bits: 4294967295
maximumSamples:
m_OverrideState: 1
m_Value: 1
@@ -33,6 +33,33 @@ MonoBehaviour:
maximumIntensity:
m_OverrideState: 0
m_Value: 10
+ denoising:
+ m_OverrideState: 0
+ m_Value: 0
+ useAOVs:
+ m_OverrideState: 0
+ m_Value: 1
+ temporal:
+ m_OverrideState: 0
+ m_Value: 0
+ separateVolumetrics:
+ m_OverrideState: 0
+ m_Value: 0
+ asyncDenoising:
+ m_OverrideState: 0
+ m_Value: 1
+ skyImportanceSampling:
+ m_OverrideState: 0
+ m_Value: 0
+ tilingParameters:
+ m_OverrideState: 0
+ m_Value: {x: 1, y: 1, z: 0, w: 0}
+ seedMode:
+ m_OverrideState: 1
+ m_Value: 2
+ customSeed:
+ m_OverrideState: 0
+ m_Value: 0
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -88,6 +115,18 @@ MonoBehaviour:
skyAmbientMode:
m_OverrideState: 1
m_Value: 0
+ planetRadius:
+ m_OverrideState: 0
+ m_Value: 6378.1
+ renderingSpace:
+ m_OverrideState: 0
+ m_Value: 1
+ centerMode:
+ m_OverrideState: 0
+ m_Value: 0
+ planetCenter:
+ m_OverrideState: 0
+ m_Value: {x: 0, y: -6378.1, z: 0}
windOrientation:
m_OverrideState: 0
m_Value: 0
@@ -97,3 +136,4 @@ MonoBehaviour:
fogType:
m_OverrideState: 0
m_Value: 0
+ m_Version: 1
diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Scenes/TerrainTests/10004_TerrainPathTracing/10004_TerrainPathTracing/Global Volume Profile.asset b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Scenes/TerrainTests/10004_TerrainPathTracing/10004_TerrainPathTracing/Global Volume Profile.asset
index a347ba1bf09..36da76002c6 100644
--- a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Scenes/TerrainTests/10004_TerrainPathTracing/10004_TerrainPathTracing/Global Volume Profile.asset
+++ b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/Scenes/TerrainTests/10004_TerrainPathTracing/10004_TerrainPathTracing/Global Volume Profile.asset
@@ -39,6 +39,12 @@ MonoBehaviour:
tilingParameters:
m_OverrideState: 0
m_Value: {x: 1, y: 1, z: 0, w: 0}
+ seedMode:
+ m_OverrideState: 1
+ m_Value: 2
+ customSeed:
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+ m_Value: 0
--- !u!114 &-5222500504578869696
MonoBehaviour:
m_ObjectHideFlags: 3
diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists.meta b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists.meta
deleted file mode 100644
index a63b98f58b6..00000000000
--- a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists.meta
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diff --git a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/D3D.shadervariantlist b/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/D3D.shadervariantlist
deleted file mode 100644
index fcb02e5130b..00000000000
--- a/Tests/SRPTests/Projects/HDRP_DXR_Tests/Assets/ShaderVariantLists/D3D.shadervariantlist
+++ /dev/null
@@ -1,2018 +0,0 @@
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-Compiled compute shader: _FunctionTestsGroup, kernel: kProduct, keywords GROUP_SIZE_16
-Compiled compute shader: _FunctionTestsGroup, kernel: kProduct, keywords GROUP_SIZE_2
-Compiled compute shader: _FunctionTestsGroup, kernel: kProduct, keywords GROUP_SIZE_256
-Compiled compute shader: _FunctionTestsGroup, kernel: kProduct, keywords GROUP_SIZE_32
-Compiled compute shader: _FunctionTestsGroup, kernel: kProduct, keywords GROUP_SIZE_4
-Compiled compute shader: _FunctionTestsGroup, kernel: kProduct, keywords GROUP_SIZE_512
-Compiled compute shader: _FunctionTestsGroup, kernel: kProduct, keywords GROUP_SIZE_64
-Compiled compute shader: _FunctionTestsGroup, kernel: kProduct, keywords GROUP_SIZE_8
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtBroadcast, keywords GROUP_SIZE_1
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtBroadcast, keywords GROUP_SIZE_1024
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtBroadcast, keywords GROUP_SIZE_128
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtBroadcast, keywords GROUP_SIZE_16
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtBroadcast, keywords GROUP_SIZE_2
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtBroadcast, keywords GROUP_SIZE_256
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtBroadcast, keywords GROUP_SIZE_32
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtBroadcast, keywords GROUP_SIZE_4
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtBroadcast, keywords GROUP_SIZE_512
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtBroadcast, keywords GROUP_SIZE_64
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtBroadcast, keywords GROUP_SIZE_8
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtShuffle, keywords GROUP_SIZE_1
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtShuffle, keywords GROUP_SIZE_1024
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtShuffle, keywords GROUP_SIZE_128
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtShuffle, keywords GROUP_SIZE_16
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtShuffle, keywords GROUP_SIZE_2
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtShuffle, keywords GROUP_SIZE_256
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtShuffle, keywords GROUP_SIZE_32
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtShuffle, keywords GROUP_SIZE_4
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtShuffle, keywords GROUP_SIZE_512
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtShuffle, keywords GROUP_SIZE_64
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadAtShuffle, keywords GROUP_SIZE_8
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadFirst, keywords GROUP_SIZE_1
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadFirst, keywords GROUP_SIZE_1024
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadFirst, keywords GROUP_SIZE_128
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadFirst, keywords GROUP_SIZE_16
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadFirst, keywords GROUP_SIZE_2
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadFirst, keywords GROUP_SIZE_256
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadFirst, keywords GROUP_SIZE_32
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadFirst, keywords GROUP_SIZE_4
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadFirst, keywords GROUP_SIZE_512
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadFirst, keywords GROUP_SIZE_64
-Compiled compute shader: _FunctionTestsGroup, kernel: kReadThreadFirst, keywords GROUP_SIZE_8
-Compiled compute shader: _FunctionTestsGroup, kernel: kSum, keywords GROUP_SIZE_1
-Compiled compute shader: _FunctionTestsGroup, kernel: kSum, keywords GROUP_SIZE_1024
-Compiled compute shader: _FunctionTestsGroup, kernel: kSum, keywords GROUP_SIZE_128
-Compiled compute shader: _FunctionTestsGroup, kernel: kSum, keywords GROUP_SIZE_16
-Compiled compute shader: _FunctionTestsGroup, kernel: kSum, keywords GROUP_SIZE_2
-Compiled compute shader: _FunctionTestsGroup, kernel: kSum, keywords GROUP_SIZE_256
-Compiled compute shader: _FunctionTestsGroup, kernel: kSum, keywords GROUP_SIZE_32
-Compiled compute shader: _FunctionTestsGroup, kernel: kSum, keywords GROUP_SIZE_4
-Compiled compute shader: _FunctionTestsGroup, kernel: kSum, keywords GROUP_SIZE_512
-Compiled compute shader: _FunctionTestsGroup, kernel: kSum, keywords GROUP_SIZE_64
-Compiled compute shader: _FunctionTestsGroup, kernel: kSum, keywords GROUP_SIZE_8
-Compiled compute shader: _FunctionTestsWave, kernel: kAllEqual, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAllEqual, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAllEqual, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAllEqual, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAllEqual, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAllEqual, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAllTrue, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAllTrue, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAllTrue, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAllTrue, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAllTrue, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAllTrue, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAnyTrue, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAnyTrue, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAnyTrue, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAnyTrue, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAnyTrue, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kAnyTrue, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBallot, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBallot, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBallot, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBallot, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBallot, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBallot, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitAnd, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitAnd, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitAnd, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitAnd, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitAnd, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitAnd, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitOr, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitOr, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitOr, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitOr, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitOr, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitOr, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitXor, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitXor, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitXor, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitXor, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitXor, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kBitXor, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kCountBits, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kCountBits, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kCountBits, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kCountBits, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kCountBits, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kCountBits, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneCount, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneCount, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneCount, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneCount, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneCount, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneCount, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneIndex, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneIndex, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneIndex, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneIndex, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneIndex, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kGetLaneIndex, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kIsFirstLane, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kIsFirstLane, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kIsFirstLane, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kIsFirstLane, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kIsFirstLane, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kIsFirstLane, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMax, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMax, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMax, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMax, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMax, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMax, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMin, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMin, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMin, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMin, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMin, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kMin, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixCountBits, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixCountBits, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixCountBits, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixCountBits, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixCountBits, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixCountBits, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixProduct, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixProduct, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixProduct, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixProduct, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixProduct, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixProduct, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixSum, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixSum, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixSum, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixSum, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixSum, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kPrefixSum, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kProduct, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kProduct, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kProduct, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kProduct, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kProduct, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kProduct, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtBroadcast, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtBroadcast, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtBroadcast, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtBroadcast, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtBroadcast, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtBroadcast, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtShuffle, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtShuffle, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtShuffle, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtShuffle, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtShuffle, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneAtShuffle, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneFirst, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneFirst, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneFirst, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneFirst, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneFirst, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kReadLaneFirst, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords EMULATE_WAVE_SIZE_128 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords EMULATE_WAVE_SIZE_16 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords EMULATE_WAVE_SIZE_32 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords EMULATE_WAVE_SIZE_64 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords EMULATE_WAVE_SIZE_8 UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: _FunctionTestsWave, kernel: kSum, keywords UNITY_DEVICE_SUPPORTS_WAVE_ANY
-Compiled compute shader: Accumulation, kernel: KMain, keywords INPUT_FROM_FRAME_TEXTURE
-Compiled compute shader: Accumulation, kernel: KMain, keywords INPUT_FROM_FRAME_TEXTURE WRITE_TO_OUTPUT_TEXTURE
-Compiled compute shader: AlphaCopy, kernel: KMain, keywords
-Compiled compute shader: AmbientProbeConvolution, kernel: AmbientProbeConvolutionDiffuseVolumetric, keywords
-Compiled compute shader: BilateralUpsample, kernel: BilateralUpSampleColorHalf, keywords
-Compiled compute shader: BlitAndExpose, kernel: KAddMain, keywords
-Compiled compute shader: BlitAndExpose, kernel: KMain, keywords
-Compiled compute shader: BloomBlur, kernel: KDownsample, keywords
-Compiled compute shader: BloomBlur, kernel: KMain, keywords
-Compiled compute shader: BloomPrefilter, kernel: KMain, keywords LOW_QUALITY
-Compiled compute shader: BloomUpsample, kernel: KMain, keywords HIGH_QUALITY
-Compiled compute shader: BloomUpsample, kernel: KMain, keywords LOW_QUALITY
-Compiled compute shader: builddispatchindirect, kernel: BuildIndirect, keywords
-Compiled compute shader: cleardispatchindirect, kernel: ClearDispatchIndirect, keywords
-Compiled compute shader: ClearLightLists, kernel: ClearList, keywords
-Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTexture, keywords
-Compiled compute shader: ClearUIntTextureArray, kernel: ClearUIntTextureArray, keywords
-Compiled compute shader: ColorPyramid, kernel: KColorDownsample, keywords
-Compiled compute shader: ColorPyramid, kernel: KColorGaussian, keywords
-Compiled compute shader: ComputeGgxIblSampleData, kernel: ComputeGgxIblSampleData, keywords
-Compiled compute shader: ContactShadows, kernel: DeferredContactShadow, keywords
-Compiled compute shader: DebugLightCluster, kernel: DebugLightCluster, keywords
-Compiled compute shader: Deferred, kernel: Deferred_Direct_Fptl_DebugDisplay, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Direct_Fptl_DebugDisplay, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant0, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant1, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant10, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant11, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant12, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant13, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant14, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant15, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant16, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant17, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant18, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant19, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant2, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant20, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant21, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant22, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant23, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant24, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant25, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant26, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant27, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant28, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant3, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant4, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant5, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant6, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant7, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant8, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_OFF
-Compiled compute shader: Deferred, kernel: Deferred_Indirect_Fptl_Variant9, keywords AREA_SHADOW_MEDIUM DIRECTIONAL_SHADOW_MEDIUM PUNCTUAL_SHADOW_MEDIUM SCREEN_SPACE_SHADOWS_ON
-Compiled compute shader: DepthPyramid, kernel: KDepthDownsample8DualUav, keywords
-Compiled compute shader: DiffuseDenoiser, kernel: BilateralFilterColor, keywords
-Compiled compute shader: DiffuseDenoiser, kernel: BilateralFilterSingle, keywords
-Compiled compute shader: DiffuseDenoiser, kernel: GatherColor, keywords
-Compiled compute shader: DiffuseDenoiser, kernel: GeneratePointDistribution, keywords
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHColorDirectional, keywords DISTANCE_BASED_DENOISER
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleBox, keywords
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleDirectional, keywords DISTANCE_BASED_DENOISER
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSinglePoint, keywords
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSinglePoint, keywords DISTANCE_BASED_DENOISER
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSinglePyramid, keywords
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleSpot, keywords
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterHSingleSpot, keywords DISTANCE_BASED_DENOISER
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVColorDirectional, keywords DISTANCE_BASED_DENOISER
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleBox, keywords
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleDirectional, keywords DISTANCE_BASED_DENOISER
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSinglePoint, keywords
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSinglePoint, keywords DISTANCE_BASED_DENOISER
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSinglePyramid, keywords
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleSpot, keywords
-Compiled compute shader: DiffuseShadowDenoiser, kernel: BilateralFilterVSingleSpot, keywords DISTANCE_BASED_DENOISER
-Compiled compute shader: EVSMBlur, kernel: ConvertAndBlur, keywords
-Compiled compute shader: Exposure, kernel: KFixedExposure, keywords
-Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_1, keywords
-Compiled compute shader: GPUCopy, kernel: KSampleCopy4_1_x_8, keywords
-Compiled compute shader: GroundIrradiancePrecomputation, kernel: main, keywords
-Compiled compute shader: GTAO, kernel: GTAOMain, keywords HALF_RES TEMPORAL
-Compiled compute shader: GTAOBlurAndUpsample, kernel: BilateralUpsampling, keywords
-Compiled compute shader: GTAOCopyHistory, kernel: GTAODenoise_CopyHistory, keywords
-Compiled compute shader: GTAOSpatialDenoise, kernel: SpatialDenoise, keywords TO_TEMPORAL
-Compiled compute shader: GTAOTemporalDenoise, kernel: TemporalDenoise, keywords HALF_RES
-Compiled compute shader: InScatteredRadiancePrecomputation, kernel: main, keywords
-Compiled compute shader: Internal-Skinning, kernel: main, keywords
-Compiled compute shader: lightlistbuild, kernel: TileLightListGen, keywords USE_FEATURE_FLAGS USE_TWO_PASS_TILED_LIGHTING
-Compiled compute shader: lightlistbuild, kernel: TileLightListGen, keywords USE_TWO_PASS_TILED_LIGHTING
-Compiled compute shader: lightlistbuild-bigtile, kernel: BigTileLightListGen, keywords GENERATE_VOLUMETRIC_BIGTILE
-Compiled compute shader: lightlistbuild-clearatomic, kernel: ClearAtomic, keywords
-Compiled compute shader: lightlistbuild-clustered, kernel: TileLightListGen_DepthRT_SrcBigTile, keywords
-Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_SRGB TONEMAPPING_ACES_APPROX
-Compiled compute shader: LutBuilder3D, kernel: KBuild, keywords GRADE_IN_SRGB TONEMAPPING_NONE
-Compiled compute shader: materialflags, kernel: MaterialFlagsGen, keywords
-Compiled compute shader: materialflags, kernel: MaterialFlagsGen, keywords USE_OR
-Compiled compute shader: MotionBlur, kernel: MotionBlurCS, keywords
-Compiled compute shader: MotionBlurGenTilePass, kernel: TileGenPass, keywords SCATTERING
-Compiled compute shader: MotionBlurMergeTilePass, kernel: TileMerge, keywords
-Compiled compute shader: MotionBlurMotionVecPrep, kernel: MotionVecPreppingCS, keywords NO_SPECIAL_CLAMP
-Compiled compute shader: MotionBlurNeighborhoodTilePass, kernel: TileNeighbourhood, keywords SCATTERING
-Compiled compute shader: PathTracingSkySamplingData, kernel: ComputeCDF, keywords
-Compiled compute shader: PathTracingSkySamplingData, kernel: ComputeMarginal, keywords
-Compiled compute shader: RayBinning, kernel: RayBinning, keywords
-Compiled compute shader: RayBinning, kernel: RayBinningHalf, keywords
-Compiled compute shader: RayMarching, kernel: RayMarchHalfKernel, keywords
-Compiled compute shader: RayMarching, kernel: RayMarchKernel, keywords
-Compiled compute shader: RayTracingAmbientOcclusion, kernel: RTAOApplyIntensity, keywords
-Compiled compute shader: RaytracingDeferred, kernel: RaytracingDeferred, keywords
-Compiled compute shader: RaytracingDeferred, kernel: RaytracingDeferredHalf, keywords
-Compiled compute shader: RaytracingDeferred, kernel: RaytracingDiffuseDeferred, keywords
-Compiled compute shader: RaytracingIndirectDiffuse, kernel: IndirectDiffuseIntegrationUpscaleFullRes, keywords
-Compiled compute shader: RaytracingIndirectDiffuse, kernel: IndirectDiffuseIntegrationUpscaleHalfRes, keywords
-Compiled compute shader: RaytracingIndirectDiffuse, kernel: RaytracingIndirectDiffuseFullRes, keywords
-Compiled compute shader: RaytracingIndirectDiffuse, kernel: RaytracingIndirectDiffuseHalfRes, keywords
-Compiled compute shader: RaytracingLightCluster, kernel: RaytracingLightCluster, keywords
-Compiled compute shader: RaytracingLightCluster, kernel: RaytracingLightCull, keywords
-Compiled compute shader: RaytracingReflectionFilter, kernel: ReflectionAdjustWeight, keywords
-Compiled compute shader: RaytracingReflectionFilter, kernel: ReflectionUpscale, keywords
-Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsFullRes, keywords
-Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsHalfRes, keywords
-Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsTransparentFullRes, keywords
-Compiled compute shader: RaytracingReflections, kernel: RaytracingReflectionsTransparentHalfRes, keywords
-Compiled compute shader: RaytracingShadow, kernel: ClearShadowTexture, keywords
-Compiled compute shader: RaytracingShadow, kernel: OutputColorShadowTexture, keywords
-Compiled compute shader: RaytracingShadow, kernel: OutputShadowTexture, keywords
-Compiled compute shader: RaytracingShadow, kernel: OutputSpecularShadowTexture, keywords
-Compiled compute shader: RaytracingShadow, kernel: RaytracingAreaShadowNewSample, keywords
-Compiled compute shader: RaytracingShadow, kernel: RaytracingAreaShadowPrepass, keywords
-Compiled compute shader: RaytracingShadow, kernel: RaytracingDirectionalShadowSample, keywords
-Compiled compute shader: RaytracingShadow, kernel: RaytracingPointShadowSample, keywords
-Compiled compute shader: RaytracingShadow, kernel: RaytracingProjectorBoxShadowSample, keywords
-Compiled compute shader: RaytracingShadow, kernel: RaytracingProjectorPyramidShadowSample, keywords
-Compiled compute shader: RaytracingShadow, kernel: RaytracingSpotShadowSample, keywords
-Compiled compute shader: RaytracingShadowFilter, kernel: AreaAnalyticHistoryCopy, keywords
-Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowApplyTAA, keywords
-Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowDenoiseFirstPass, keywords
-Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowDenoiseSecondPass, keywords
-Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowEstimateNoise, keywords
-Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowHistoryCopy, keywords
-Compiled compute shader: RaytracingShadowFilter, kernel: AreaShadowNoDenoise, keywords
-Compiled compute shader: RaytracingShadowFilter, kernel: WriteShadowTextureDebug, keywords
-Compiled compute shader: RayTracingSubSurface, kernel: BlendSubSurfaceData, keywords
-Compiled compute shader: RayTracingSubSurface, kernel: BlendSubSurfaceDataWithGI, keywords
-Compiled compute shader: RayTracingSubSurface, kernel: ClearTexture, keywords
-Compiled compute shader: ReBlur_Blur, kernel: Blur, keywords
-Compiled compute shader: ReBlur_CopyHistory, kernel: CopyHistory, keywords
-Compiled compute shader: ReBlur_CopyHistory, kernel: CopyHistoryAccumulation, keywords
-Compiled compute shader: ReBlur_HistoryFix, kernel: HistoryFix, keywords
-Compiled compute shader: ReBlur_MipGeneration, kernel: CopyMip, keywords
-Compiled compute shader: ReBlur_MipGeneration, kernel: MipGeneration, keywords
-Compiled compute shader: ReBlur_PostBlur, kernel: PostBlur, keywords
-Compiled compute shader: ReBlur_PreBlur, kernel: PreBlur, keywords
-Compiled compute shader: ReBlur_PreBlur, kernel: PreBlur, keywords HALF_RESOLUTION
-Compiled compute shader: ReBlur_TemporalAccumulation, kernel: TemporalAccumulation, keywords
-Compiled compute shader: ReBlur_TemporalStabilization, kernel: TemporalStabilization, keywords
-Compiled compute shader: ResolveStencilBuffer, kernel: Main, keywords COARSE_STENCIL
-Compiled compute shader: scrbound, kernel: main, keywords
-Compiled compute shader: ScreenSpaceGlobalIllumination, kernel: ReprojectGlobalIlluminationHalf, keywords
-Compiled compute shader: ScreenSpaceGlobalIllumination, kernel: TraceGlobalIlluminationHalf, keywords
-Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsReprojection, keywords DEPTH_SOURCE_NOT_FROM_MIP_CHAIN SSR_APPROX
-Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsReprojection, keywords SSR_APPROX
-Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsTracing, keywords DEPTH_SOURCE_NOT_FROM_MIP_CHAIN SSR_APPROX
-Compiled compute shader: ScreenSpaceReflections, kernel: ScreenSpaceReflectionsTracing, keywords SSR_APPROX
-Compiled compute shader: SkyLUTGenerator, kernel: MultiScatteringLUT, keywords
-Compiled compute shader: Sort, kernel: BitonicSort128, keywords