diff --git a/Packages/com.unity.render-pipelines.core/CHANGELOG.md b/Packages/com.unity.render-pipelines.core/CHANGELOG.md index 1b94923d9ec..0e7d310ee42 100644 --- a/Packages/com.unity.render-pipelines.core/CHANGELOG.md +++ b/Packages/com.unity.render-pipelines.core/CHANGELOG.md @@ -10,6 +10,83 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. Version Updated The version number for this package has increased due to a version update of a related graphics package. +## [17.0.3] - 2025-02-13 + +This version is compatible with Unity 6000.2.0a1. + +### Added +- Added Variable Rate Shading API support for (Raster)CommandBuffer(s), RenderGraph and RTHandles. +Various VRS utilities. +- helper functions to Render Graph. + +### Changed +- Improved Depth usage performance for some platforms. +- Improved the Native Render Pass CPU performance by implementing a Render Pass pooling system (URP RG). +- Reworked the additional properties. +- Improved Render Graph warning message in URP when missing RecordRenderGraph implementation. +- Displayed subpass and attachment index on Render Graph Viewer. +- Added a new icon and tooltip if there are multiple usage details for a resource block on Render Graph Viewer. +- Fixed Render Graph Viewer being called before Render Graph execution and its resource deallocation. +- Added What's New in Unity 6 to SRP Core Package. + +### Fixed +- Fixed render graph incorrectly handling rendering to array slices and mipmaps other than 0 in some cases. +- Fixed an issue where Lens Flare was not rendering properly in OpenGLES3. +- Fixed missing STP shaders & visual artifacts when targeting GLCore renderer. +- Render Graph Viewer - Improved UI lock when searching on side panels. +- Render Graph Viewer - Padding corrected on burger menu on the side panels. +- Fixed the crash happening when APV tried to stream in block data. +- Fixed VRS initialization errors. Now init may fail explicitly and must be checked by the user code. +- Fixed Rendering Debugger - Silent crash when selecting a Volume component with public RTHandles. +- Fixed Transient Resources support in Native RenderPass Render Graph (used in URP). +- Fixed an issue where the Adaptive Probe Volume (APV) streaming buffer could leak into the current pool when chunk sizes were mismatched, leading to memory contamination and potential crashes. +- Fixed an issue in the Render Graph Viewer where text overlapped after performing a search in the Pass List. +- Fixed an issue in pass culling where resources were not deallocated if the last pass using them was culled. +- Fixed `RenderGraphObjectPool` and `GetTempMaterialPropertyBlock()` usage in URP RenderGraph. +- Fixed an issue in URP Render Graph where, in an async compute edge case, it was waiting for a resource that was not written by any pass. +- Added messaging to the Rendering Debugger UI to make it clearer that GPU Resident Drawer settings do not work if GPU Resident Drawer is not enabled. +- GPU Resident Drawer: Changed BatchRendererGroup variants was not reinitializing the system. +- Improved the compiler logic that detects if the current render target is being used outside the current native render pass (e.g., when the pass is broken up by an unsafe pass), and determines the store action for this case. The fix now ensures that the `StoreAndResolve` action is used when the resource is read by an Unsafe Pass. +- Rendering Debugger - Keep the correct selected panel when entering and exiting from playmode. +- Removed "depth only surface" warning message appearing when using Game View Gizmos in URP RG. +- Render Graph Viewer: Fixed missing min height when resizing side panel vertical splitter. +- Render Graph Viewer: Fixed possible NullReferenceException when opening the project. +- Render Graph Viewer: Fixed side panel splitter state after returning from empty pass/resource filter. +- Render Graph Viewer: Fixed long resource name clipping issues in side panel. +- Render Graph Viewer: Fixed tooltip size bug and restructure tooltip messages. +- Fixed memory usage regression causing up to 150MB higher memory usage in URP player builds. +- Added missing user-facing text when inspecting volume profile when render pipeline has not been properly initialized yet. +- Game view background turn yellow after enable render graph. +- Fixed light.useViewFrustumForShadowCasterCull previously being ignored for shadow cascades. light.useViewFrustumForShadowCasterCull now works as expected. +- Fixed an exception thrown when Render Graph pass was missing its renderFunc but tried to compute its hash value. +- Fixed Render Graph Compiler logic bug where UnsafePass using MSAA texture could result in missing resolve surface errors. +- Fixed incorrect default source texture name for Render Graph blit util function. +- Fixed NullReferenceException when jumping to pass code from Render Graph Viewer. +- Fixed _FOVEATED_RENDERING_NON_UNIFORM_RASTER shader compilation errors. +- Fixed a null reference exception on the Graphics Settings stripper. +- Avoid that the same volume can be registered more than 1 time in the VolumeManager. +- Fixed crash caused by indirect argument buffer being one item too small. +- [GLES3] Fixed an issue where Blitter.GetBlitMaterial(TextureDimension.Tex2DArray) returns null. +- Fixed alignment of the columns on DebugUI.Foldouts. +- Fixed BlitTexture(RenderTargetIdentifier) to be affected by PostProcessing. +- Fixed errors that could happen when interacting with the Default Volume Profile context menu in Project Settings > Graphics. +- Fixed a numerical error of ComputeEdgeFactor(V1, V2) when two vectors are colinear. +- Fixed potential data corruption due to incorrect native render pass store action in NRP compiler. +- Added stencil flag to read-only depth logic in NRP compiler to avoid unintentional usage of depth read and stencil write states on some APIs. +- Added more error checking to `RenderGraph.ImportTexture` to prevent importing RenderTextures that have both color and depth. +An exception will now be thrown in this case. +- Fixed an issue when using multiple AddBlitPass would binds the _BlitTexture wrongly. +- Modified TextureDesc so it can now use GraphicsFormat to set the depthStencil format (TextureDesc.format). The TextureDesc.depthBufferBits and TextureDesc.colorFormat fields are now properties that call GraphicsFormatUtilities functions for backwards compatibility. The descriptor now unambiguously describes a single resource, either color or depth. Therefore, TextureHandle clearly represents a single resource. +- Modified RTHandle allocators so they can now use GraphicsFormat to set the depthStencil format (TextureDesc.format). The allocators take a single format for either color or depth stencil to avoid incorrectly creating depth instead of color or vice versa. +- Fixed a crash on DX12 due to invalid subpass flags passed by native render pass compiler. +- Fixed an issue where Lens Flare was not rendering properly in OpenGLES3. +- Fixed render graph incorrectly handling rendering to array slices and mipmaps other than 0 in some cases. +- Render Graph Viewer - Improved UI lock when searching on side panels. +- Render Graph Viewer - Padding corrected on burger menu on the side panels. +- Fixed missing STP shaders & visual artifacts when targeting GLCore renderer +- Rendering Debugger - Silent crash when selecting a Volume component with public RTHandles. +- Fixed a crash on leaking streaming scratch buffer differently sized into the current pool. + ## [17.0.2] - 2024-04-02 This version is compatible with Unity 6000.0.0b15. diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Examples/Blit.shader b/Packages/com.unity.render-pipelines.core/Documentation~/Examples/Blit.shader new file mode 100644 index 00000000000..e71072b4883 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Documentation~/Examples/Blit.shader @@ -0,0 +1,364 @@ +Shader "Hidden/Universal/CoreBlit" +{ + HLSLINCLUDE + #pragma target 2.0 + #pragma editor_sync_compilation + // Core.hlsl for XR dependencies + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl" + // DebuggingFullscreen.hlsl for URP debug draw + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl" + // Color.hlsl for color space conversion + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" + + // Specialized blit with URP debug draw support and color space conversion support + half4 FragmentURPBlit(Varyings input, SamplerState blitsampler) + { + half4 color = FragBlit(input, blitsampler); + + #ifdef _LINEAR_TO_SRGB_CONVERSION + color = LinearToSRGB(color); + #endif + + #if defined(DEBUG_DISPLAY) + half4 debugColor = 0; + float2 uv = input.texcoord; + if (CanDebugOverrideOutputColor(color, uv, debugColor)) + { + return debugColor; + } + #endif + + return color; + } + ENDHLSL + + SubShader + { + Tags{ "RenderPipeline" = "UniversalPipeline" } + + // 0: Nearest + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "Nearest" + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment FragNearest + ENDHLSL + } + + // 1: Bilinear + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "Bilinear" + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment FragBilinear + ENDHLSL + } + + // 2: Nearest quad + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "NearestQuad" + + HLSLPROGRAM + #pragma vertex VertQuad + #pragma fragment FragNearest + ENDHLSL + } + + // 3: Bilinear quad + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "BilinearQuad" + + HLSLPROGRAM + #pragma vertex VertQuad + #pragma fragment FragBilinear + ENDHLSL + } + + // 4: Nearest quad with padding + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "NearestQuadPadding" + + HLSLPROGRAM + #pragma vertex VertQuadPadding + #pragma fragment FragNearest + ENDHLSL + } + + // 5: Bilinear quad with padding + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "BilinearQuadPadding" + + HLSLPROGRAM + #pragma vertex VertQuadPadding + #pragma fragment FragBilinear + ENDHLSL + } + + // 6: Nearest quad with padding and repeat + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "NearestQuadPaddingRepeat" + + HLSLPROGRAM + #pragma vertex VertQuadPadding + #pragma fragment FragNearestRepeat + ENDHLSL + } + + // 7: Bilinear quad with padding and repeat + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "BilinearQuadPaddingRepeat" + + HLSLPROGRAM + #pragma vertex VertQuadPadding + #pragma fragment FragBilinearRepeat + ENDHLSL + } + + // 8: Bilinear quad with padding (for OctahedralTexture) + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "BilinearQuadPaddingOctahedral" + + HLSLPROGRAM + #pragma vertex VertQuadPadding + #pragma fragment FragOctahedralBilinearRepeat + ENDHLSL + } + + /// Version 4, 5, 6, 7 with Alpha Blending 0.5 + // 9: Nearest quad with padding alpha blend (4 with alpha blend) + Pass + { + ZWrite Off ZTest Always Blend DstColor Zero Cull Off + Name "NearestQuadPaddingAlphaBlend" + + HLSLPROGRAM + #pragma vertex VertQuadPadding + #pragma fragment FragNearest + #define WITH_ALPHA_BLEND + ENDHLSL + } + + // 10: Bilinear quad with padding alpha blend (5 with alpha blend) + Pass + { + ZWrite Off ZTest Always Blend DstColor Zero Cull Off + Name "BilinearQuadPaddingAlphaBlend" + + HLSLPROGRAM + #pragma vertex VertQuadPadding + #pragma fragment FragBilinear + #define WITH_ALPHA_BLEND + ENDHLSL + } + + // 11: Nearest quad with padding alpha blend repeat (6 with alpha blend) + Pass + { + ZWrite Off ZTest Always Blend DstColor Zero Cull Off + Name "NearestQuadPaddingAlphaBlendRepeat" + + HLSLPROGRAM + #pragma vertex VertQuadPadding + #pragma fragment FragNearestRepeat + #define WITH_ALPHA_BLEND + ENDHLSL + } + + // 12: Bilinear quad with padding alpha blend repeat (7 with alpha blend) + Pass + { + ZWrite Off ZTest Always Blend DstColor Zero Cull Off + Name "BilinearQuadPaddingAlphaBlendRepeat" + + HLSLPROGRAM + #pragma vertex VertQuadPadding + #pragma fragment FragBilinearRepeat + #define WITH_ALPHA_BLEND + ENDHLSL + } + + // 13: Bilinear quad with padding alpha blend (for OctahedralTexture) (8 with alpha blend) + Pass + { + ZWrite Off ZTest Always Blend DstColor Zero Cull Off + Name "BilinearQuadPaddingAlphaBlendOctahedral" + + HLSLPROGRAM + #pragma vertex VertQuadPadding + #pragma fragment FragOctahedralBilinearRepeat + #define WITH_ALPHA_BLEND + ENDHLSL + } + + // 14. Project Cube to Octahedral 2d quad + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "CubeToOctahedral" + + HLSLPROGRAM + #pragma vertex VertQuad + #pragma fragment FragOctahedralProject + ENDHLSL + } + + // 15. Project Cube to Octahedral 2d quad with luminance (grayscale), RGBA to YYYY + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "CubeToOctahedralLuminance" + + HLSLPROGRAM + #pragma vertex VertQuad + #pragma fragment FragOctahedralProjectLuminance + ENDHLSL + } + + // 16. Project Cube to Octahedral 2d quad with with A to RGBA (AAAA) + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "CubeToOctahedralAlpha" + + HLSLPROGRAM + #pragma vertex VertQuad + #pragma fragment FragOctahedralProjectAlphaToRGBA + ENDHLSL + } + + // 17. Project Cube to Octahedral 2d quad with with R to RGBA (RRRR) + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "CubeToOctahedralRed" + + HLSLPROGRAM + #pragma vertex VertQuad + #pragma fragment FragOctahedralProjectRedToRGBA + ENDHLSL + } + + // 18. Bilinear quad with luminance (grayscale), RGBA to YYYY + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "BilinearQuadLuminance" + + HLSLPROGRAM + #pragma vertex VertQuad + #pragma fragment FragBilinearLuminance + ENDHLSL + } + + // 19. Bilinear quad with A to RGBA (AAAA) + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "BilinearQuadAlpha" + + HLSLPROGRAM + #pragma vertex VertQuad + #pragma fragment FragBilinearAlphaToRGBA + ENDHLSL + } + + // 20. Bilinear quad with R to RGBA (RRRR) + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "BilinearQuadRed" + + HLSLPROGRAM + #pragma vertex VertQuad + #pragma fragment FragBilinearRedToRGBA + ENDHLSL + } + + // 21. Nearest project cube to octahedral 2d quad with padding + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "NearestCubeToOctahedralPadding" + + HLSLPROGRAM + #pragma multi_compile_local _ BLIT_DECODE_HDR + #pragma vertex VertQuadPadding + #pragma fragment FragOctahedralProjectNearestRepeat + ENDHLSL + } + + // 22. Bilinear project cube to octahedral 2d quad with padding + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "BilinearCubeToOctahedralPadding" + + HLSLPROGRAM + #pragma multi_compile_local _ BLIT_DECODE_HDR + #pragma vertex VertQuadPadding + #pragma fragment FragOctahedralProjectBilinearRepeat + ENDHLSL + } + + // 23: Bilinear blit with debug draw and color space conversion support + Pass + { + Name "BilinearDebugDraw" + ZWrite Off ZTest Always Blend Off Cull Off + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment FragmentURPBlitBilinearSampler + #pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION + #pragma multi_compile_fragment _ DEBUG_DISPLAY + + half4 FragmentURPBlitBilinearSampler(Varyings input) : SV_Target + { + return FragmentURPBlit(input, sampler_LinearClamp); + } + ENDHLSL + } + + // 24: Nearest blit with debug draw and color space conversion support + Pass + { + Name "NearestDebugDraw" + ZWrite Off ZTest Always Blend Off Cull Off + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment FragmentURPBlitPointSampler + #pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION + #pragma multi_compile_fragment _ DEBUG_DISPLAY + + half4 FragmentURPBlitPointSampler(Varyings input) : SV_Target + { + return FragmentURPBlit(input, sampler_PointClamp); + } + ENDHLSL + } + } + + Fallback Off +} diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Examples/BlitColorAndDepth.shader b/Packages/com.unity.render-pipelines.core/Documentation~/Examples/BlitColorAndDepth.shader new file mode 100644 index 00000000000..cc99e427ec6 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Documentation~/Examples/BlitColorAndDepth.shader @@ -0,0 +1,41 @@ +Shader "Hidden/Universal/CoreBlitColorAndDepth" +{ + HLSLINCLUDE + #pragma target 2.0 + #pragma editor_sync_compilation + // Core.hlsl for XR dependencies + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/BlitColorAndDepth.hlsl" + ENDHLSL + + SubShader + { + Tags{ "RenderPipeline" = "UniversalPipeline" } + + // 0: Color Only + Pass + { + ZWrite Off ZTest Always Blend Off Cull Off + Name "ColorOnly" + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment FragColorOnly + ENDHLSL + } + + // 1: Color Only and Depth + Pass + { + ZWrite On ZTest Always Blend Off Cull Off + Name "ColorAndDepth" + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment FragColorAndDepth + ENDHLSL + } + } + + Fallback Off +} diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_BlitOctohedralWithPadding.svg b/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_BlitOctohedralWithPadding.svg new file mode 100644 index 00000000000..d210b10c3aa --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_BlitOctohedralWithPadding.svg @@ -0,0 +1,1247 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +SourceDestinationscaleBiasTex.yscaleBiasTex.xscaleBiasRT.xscaleBiasTex.zwscaleBiasRT.zwscaleBiasRT.yscaleBiasTex.x * textureSize.xtextureSize.x + paddingInPixelsscaleBiasTex.y * textureSize.ytextureSize.y + paddingInPixelsscaleBiasTex.x * paddingInPixelstextureSize.x + paddingInPixelsscaleBiasTex.y * paddingInPixelstextureSize.y + paddingInPixels diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_BlitQuadWithPadding.svg b/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_BlitQuadWithPadding.svg new file mode 100644 index 00000000000..d6151d174eb --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_BlitQuadWithPadding.svg @@ -0,0 +1,1127 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +SourceDestinationscaleBiasTex.yscaleBiasTex.xscaleBiasRT.xscaleBiasTex.zwscaleBiasRT.zwscaleBiasRT.yscaleBiasTex.x * textureSize.xtextureSize.x + paddingInPixelsscaleBiasTex.y * textureSize.ytextureSize.y + paddingInPixelsscaleBiasTex.x * paddingInPixelstextureSize.x + paddingInPixelsscaleBiasTex.y * paddingInPixelstextureSize.y + paddingInPixels diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_octohedron.png b/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_octohedron.png new file mode 100644 index 00000000000..19607d2f99b Binary files /dev/null and b/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_octohedron.png differ diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_texture_example.jpg b/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_texture_example.jpg new file mode 100644 index 00000000000..a832c80cc57 Binary files /dev/null and b/Packages/com.unity.render-pipelines.core/Documentation~/Images/Blitter_texture_example.jpg differ diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Images/customsettings-addsetting.png b/Packages/com.unity.render-pipelines.core/Documentation~/Images/customsettings-addsetting.png new file mode 100644 index 00000000000..8c887e4c16f Binary files /dev/null and b/Packages/com.unity.render-pipelines.core/Documentation~/Images/customsettings-addsetting.png differ diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Images/customsettings-settingsgroup.png b/Packages/com.unity.render-pipelines.core/Documentation~/Images/customsettings-settingsgroup.png new file mode 100644 index 00000000000..f014e83f122 Binary files /dev/null and b/Packages/com.unity.render-pipelines.core/Documentation~/Images/customsettings-settingsgroup.png differ diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/Rendering-Debugger.md b/Packages/com.unity.render-pipelines.core/Documentation~/Rendering-Debugger.md index 5d041d9ec3c..988b773307f 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/Rendering-Debugger.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/Rendering-Debugger.md @@ -6,7 +6,7 @@ If your project uses a custom Scriptable Render Pipeline (SRP), you can add cont If your project uses the Universal Render Pipeline (URP) or the High-Definition Render Pipeline (HDRP), refer to the following pages: -- [Add controls to the Rendering Debugger in URP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@15.0/manual/features/rendering-debugger-add-controls.html) +- [Add controls to the Rendering Debugger in URP](https://docs.unity3d.com/Manual/urp/features/rendering-debugger-add-controls.html) - [Add controls to the Rendering Debugger in HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@15.0/manual/Rendering-Debugger-Add-Controls.html) ## How to access the Rendering Debugger diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/TableOfContents.md b/Packages/com.unity.render-pipelines.core/Documentation~/TableOfContents.md index 510bc01d3eb..37f4d650a5a 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/TableOfContents.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/TableOfContents.md @@ -2,6 +2,7 @@ * [What's new](whats-new.md) * [12](whats-new-12.md) * [13](whats-new-13.md) + * [17](whats-new-17.md) * [Creating a custom render pipeline](srp-custom.md) * [Create a custom Scriptable Render Pipeline](srp-custom-getting-started.md) * [Create a Render Pipeline Asset and Render Pipeline Instance in a custom render pipeline](srp-creating-render-pipeline-asset-and-render-pipeline-instance.md) @@ -20,11 +21,13 @@ * [RTHandle fundamentals](rthandle-system-fundamentals.md) * [Using the RTHandle system](rthandle-system-using.md) * [Custom Material Inspector](custom-material-inspector.md) -* [Custom settings](settings.md) +* [Custom graphics settings](settings.md) * [Adding properties in the menu](adding-properties.md) - * [Add custom graphics settings](add-custom-graphics-settings.md) + * [Add a settings group](add-custom-graphics-settings.md) + * [Add a setting](add-custom-graphics-setting.md) + * [Customize the UI of a setting](customize-ui-for-a-setting.md) * [Get custom graphics settings](get-custom-graphics-settings.md) - * [Include or excude a setting in your build](choose-whether-unity-includes-a-graphics-setting-in-your-build.md) + * [Include or exclude a setting in your build](choose-whether-unity-includes-a-graphics-setting-in-your-build.md) * [Shaders](shaders.md) * [Use shader methods from the SRP Core shader library](built-in-shader-methods.md) * [Synchronizing shader code and C#](generating-shader-includes.md) diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/User-Render-Requests.md b/Packages/com.unity.render-pipelines.core/Documentation~/User-Render-Requests.md index e322283530f..fbad4c18bef 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/User-Render-Requests.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/User-Render-Requests.md @@ -8,7 +8,7 @@ The request is processed sequentially in your script, so there's no callback inv `RenderPipeline.StandardRequest` renders the following: -* A full stack of cameras in the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html) (URP). +* A full stack of cameras in the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html) (URP). * A single camera in the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html) (HDRP). The following code sample gets the output of the scriptable render pipeline when you select a GUI button. Attach the script to a camera and select **Enter Play Mode**. @@ -91,4 +91,4 @@ public class StandardRenderRequest : MonoBehaviour ## Other useful information -* On [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/User-Render-Requests.html). +* On [Universal Render Pipeline (URP)](https://docs.unity3d.com/Manual/urp/User-Render-Requests.html). diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-setting.md b/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-setting.md new file mode 100644 index 00000000000..d3a57390314 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-setting.md @@ -0,0 +1,60 @@ +# Add a setting + +Add a simple property or a reference property to a [custom graphics settings group](add-custom-graphics-settings.md). You can change the values of the setting in the Unity Editor while you're editing your project. + +Unity serializes the graphics settings you add. For more information, refer to [Script serialization](xref:um-script-serialization). + +**Note:** The value of a custom setting is static in a built project. You can't change the setting at runtime. + +## Add a simple property + +To add a simple property, add a field to your `IRenderPipelineGraphicsSettings` class using the `[SerializeField]` attribute. For example: + +```c# +using System; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +[Serializable] +[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] + +// Create a new settings group by implementing the IRenderPipelineGraphicsSettings interface +public class MySettings : IRenderPipelineGraphicsSettings +{ + // Add a private field for the version property + int internalVersion = 1; + + // Implement the public version property + public int version => internalVersion; + + // Add a float setting + [SerializeField] + private float mySetting = 1.0f; + + // Add a Material reference property + [SerializeField] + public Material myMaterial; +} +``` +![](Images/customsettings-addsetting.png)
+The **Edit** > **Project Settings** > **Graphics** window with the new custom setting from the example script. + +## Set the default asset for a reference property + +To set a default asset for a [reference property](xref:um-editing-value-properties#references), for example a material, add a [`[ResourcePath]`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.ResourcePathAttribute.html) attribute. For example: + +```c# +public class MySettings: IRenderPipelineGraphicsSettings +{ + ... + [SerializeField] + [ResourcePath('path-to-default-file')] + public Material myMaterial; +} +``` + +## Additional resources + +- [SerializeField](xref:UnityEngine.SerializeField) +- [Reference properties](xref:EditingValueProperties#references) diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-settings.md b/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-settings.md index 7b646446f42..1365a8648f4 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-settings.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/add-custom-graphics-settings.md @@ -1,24 +1,26 @@ -# Add custom graphics settings +# Add a settings group -You can add custom graphics settings to the **Edit** > **Project Settings** > **Graphics** window, then use the values of the settings to customize your build. +To add a custom graphics settings group to a Scriptable Render Pipeline, implement the `IRenderPipelineGraphicsSettings` interface. -You can change the values of settings while you're editing your project. Unity makes the values static when it builds your project, so you can't change them at runtime. +Follow these steps: -## Add a setting +1. Create a class that implements the `IRenderPipelineGraphicsSettings` interface, then add a `[Serializable]` attribute. -To add a setting, follow these steps: - -1. Create a class that implements the `IRenderPipelineGraphicsSettings` interface, and add a `[Serializable]` attribute. This becomes a new settings group in the **Graphics** settings window. 2. To set which render pipeline the setting applies to, add a `[SupportedOnRenderPipeline]` attribute and pass in a `RenderPipelineAsset` type. -3. Add a property. This becomes a setting. -4. Implement the `version` field and set it to `0`. Unity doesn't currently use the `version` field, but you must implement it. -For example, the following script adds a setting called **My Value** in a settings group called **My Settings**, in the graphics settings for the Universal Render Pipeline (URP). + **Note:** If you don't add a `[SupportedOnRenderPipeline]` attribute, the setting applies to any Scriptable Render Pipeline. However each Scriptable Render Pipeline stores its own value for the setting. + +3. Implement the `version` property. Unity doesn't currently use the `version` property, but you must implement it. + +Unity adds the new settings group to the **Edit** > **Project Settings** > **Graphics** window. + +For example, the following script adds a settings group called **My Settings** in the **Graphics** settings window of the Universal Render Pipeline (URP). ```c# +using System; using UnityEngine; using UnityEngine.Rendering; -using System; +using UnityEngine.Rendering.Universal; [Serializable] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] @@ -26,67 +28,30 @@ using System; // Create a new settings group by implementing the IRenderPipelineGraphicsSettings interface public class MySettings : IRenderPipelineGraphicsSettings { - // Implement the version field - public int version => 0; + // Add a private field for the version property + int internalVersion = 1; + + // Implement the public version property + public int version => internalVersion; - // Create a new setting and set its default value to 100. - public int myValue = 100; } ``` -## Add a reference property - -[Reference properties](https://docs.unity3d.com/2023.3/Documentation/Manual/EditingValueProperties.html#references) take compatible project assets or GameObjects in the scene as inputs. +![](Images/customsettings-settingsgroup.png)
+The **Edit** > **Project Settings** > **Graphics** window with the new custom settings group from the example script. -To add a reference property, follow these steps: +## Change the display order of settings groups -1. Create a class that implements the `IRenderPipelineResources` interface. This becomes a new settings group in the Graphics Settings window. -2. Add a property. This becomes a reference property. -3. Implement the `version` field and set it to `0`. Unity doesn't currently use the `version` field, but you must implement it. - -For example, the following script adds a reference property called **My Material** that references a material. +To change where a settings group appears, use the `[UnityEngine.Categorization.CategoryInfo]` attribute. For example, the following code gives the settings group the name **My Settings** and moves the group to the top of the graphics settings window. ```c# -using UnityEngine; -using UnityEngine.Rendering; -using System; - -[Serializable] -[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] - -// Create a new reference property group by implementing the IRenderPipelineResources interface -public class MySettings: IRenderPipelineResources +[UnityEngine.Categorization.CategoryInfo(Name = "My Settings", Order = 0)] +public class MySettings : IRenderPipelineGraphicsSettings { - // Implement the version field - public int version => 0; - - // Create a new reference property that references a material - [SerializeField] public Material myMaterial; + ... } ``` -To set a default asset, use a [`[ResourcePath]`](https://docs.unity3d.com/2023.3/Documentation/ScriptReference/Rendering.ResourcePathAttribute.html) attribute above the reference property. For example, in the example, add the following line above `public Material myMaterial`. - -```c# -[ResourcePath('path-to-default-file')] -``` - -## Change the name and layout of a settings group - -To change the name of a settings group in the **Graphics** settings window, follow these steps: - -1. Add `using System.ComponentModel` to your script. -2. Add a `[Category]` attribute to your script. For example, `[Category("My Category")]`. - -You can also use the [PropertyDrawer](https://docs.unity3d.com/ScriptReference/PropertyDrawer.html) API to further customize the layout of custom settings. - -## Set which render pipeline a setting applies to - -To set which render pipeline a setting applies to, use the `[SupportedOnRenderPipeline]` attribute and pass in a `RenderPipelineAsset` type. - -For example, if your project uses the Universal Rendering Pipeline (URP) and you want your setting to appear only in the **URP** tab of the **Graphics** settings window, use the following code: - -```c# -[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] -``` +## Additional resources +- [Add a setting](add-custom-graphics-setting.md) diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/choose-whether-unity-includes-a-graphics-setting-in-your-build.md b/Packages/com.unity.render-pipelines.core/Documentation~/choose-whether-unity-includes-a-graphics-setting-in-your-build.md index 28095123bd3..fe06da1d100 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/choose-whether-unity-includes-a-graphics-setting-in-your-build.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/choose-whether-unity-includes-a-graphics-setting-in-your-build.md @@ -1,31 +1,35 @@ # Include or exclude a setting in your build -By default, Unity doesn't include a setting ("strips" the setting) in your built project. For example, if you create a custom reference property where you set a shader asset, Unity doesn't include that property in your build. +By default, Unity doesn't include a setting ("strips" the setting) in your built project to optimize performance and reduce build size. For example, if you create a custom reference property that points to a shader asset, by default Unity doesn't include that property in your build. -You can choose to include a setting in your build instead. You can then get the value of the setting at runtime. The value is read-only. +You can choose to include a setting in your build instead. The value of the property is read-only at runtime. ## Include a setting in your build -To include a setting in your build by default, set the `IsAvailableInPlayerBuild` property of your [settings class](add-custom-graphics-settings.md) to `true`. +To include a setting in your build by default, set the `IsAvailableInPlayerBuild` property of your [settings group class](add-custom-graphics-settings.md) to `true`. -For example, add the following line: +For example: ```c# -public bool IsAvailableInPlayerBuild => true; +public class MySettings: IRenderPipelineGraphicsSettingsStripper +{ + ... + // Make settings in this class available in your build + public bool IsAvailableInPlayerBuild => true; +} ``` ## Create your own stripping code -You can override the `IsAvailableInPlayerBuild` property by implementing the `IRenderPipelineGraphicsSettingsStripper` interface, and writing code that conditionally strips or keeps the setting. +To conditionally control whether Unity includes or excludes a setting in your build, override the `IsAvailableInPlayerBuild` property by implementing the `IRenderPipelineGraphicsSettingsStripper` interface. Follow these steps: 1. Create a class that implements the `IRenderPipelineGraphicsSettingsStripper` interface, and pass in your [settings class](add-custom-graphics-settings.md). 2. Implement the `active` property. If you set `active` to `false`, the code in the class doesn't run. -3. Implement the `CanRemoveSettings` method with your own code that decides whether to include the setting. -4. In your code, return either `true` or `false` to strip or keep the setting. +3. Implement the `CanRemoveSettings` method with your own code that decides whether to include the setting. Return `true` to strip the setting, or `false` to include the setting. -For example, in the following code, the `CanRemoveSettings` method returns `true` and strips the setting if the value of the setting is larger than 100. +For example: ```c# using UnityEngine; @@ -41,8 +45,8 @@ class SettingsStripper : IRenderPipelineGraphicsSettingsStripper // Implement the CanRemoveSettings method with our own code public bool CanRemoveSettings(MySettings settings) { - // Strip the setting (return true) if the value is larger than 100 - return settings.myValue > 100; + // Strip the setting (return true) if useMyFeature is false + return !settings.useMyFeature; } } ``` @@ -55,8 +59,9 @@ You can check if a setting exists at runtime. A setting might not exist at runti - Unity didn't include the setting in your build. - The current pipeline doesn't support the setting. +- The setting is in an assembly that Unity doesn't include in your build. Refer to [Organizing scripts into assemblies](xref:um-script-compilation-assembly-definition-files) for more information. -Use `TryGetRenderPipelineSettings` to check if the setting exists. `TryGetRenderPipelineSettings` puts the setting in an `out` variable if it exists. Otherwise it returns `false`. +To check if the setting exists, use the `TryGetRenderPipelineSettings` API. `TryGetRenderPipelineSettings` puts the setting in an `out` variable if the setting exists. Otherwise it returns `false`. For example, the following code checks whether a settings group called `MySettings` exists at runtime: @@ -65,3 +70,7 @@ if (GraphicsSettings.TryGetRenderPipelineSettings(out var mySetting) Debug.Log("The setting is in the build and its value is {mySetting.myValue}"); } ``` + +## Additional resources + +- [Organizing scripts into assemblies](xref:um-script-compilation-assembly-definition-files) diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/customize-ui-for-a-setting.md b/Packages/com.unity.render-pipelines.core/Documentation~/customize-ui-for-a-setting.md new file mode 100644 index 00000000000..bf340bb3b79 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Documentation~/customize-ui-for-a-setting.md @@ -0,0 +1,77 @@ +# Customize the UI of custom settings + +To change the look of custom settings in the **Graphics** settings window, use the `PropertyDrawer` API. + +Follow these steps: + +1. Create a class that inherits from the [`PropertyDrawer`](xref:UnityEditor.PropertyDrawer) class. +2. Add the `[CustomPropertyDrawer]` attribute to the class, with a reference to your settings class. +3. Override the `PropertyDrawer.CreatePropertyGUI` method, and return a `VisualElement` object that contains the UI elements you want to display. + +The following example creates a custom UI for a `MySettings` class that contains a Boolean and a float field. The Graphics settings window displays the float only when the Boolean field is enabled. + +For more information, refer to [PropertyDrawer](xref:UnityEditor.PropertyDrawer). + +```c# +using UnityEngine; +using UnityEditor; +using UnityEngine.UIElements; + +// Create a custom UI for the properties in the MySettings class +[CustomPropertyDrawer(typeof(MySettings))] +public class MySettingsPropertyDrawer : PropertyDrawer +{ + // Override the CreatePropertyGUI method to define the custom UI + public override VisualElement CreatePropertyGUI(SerializedProperty property) + { + // Create a container to hold the UI elements + var container = new VisualElement(); + + // Find the properties to display + var useProperty = property.FindPropertyRelative("m_UseMyFeature"); + var intensityProperty = property.FindPropertyRelative("m_MyFeatureIntensity"); + + // Create property fields for each property + var usePropertyField = new PropertyField(useProperty); + var intensityPropertyField = new PropertyField(intensityProperty); + + // Enable or disable the intensity field based on the value of m_UseMyFeature + usePropertyField.RegisterValueChangeCallback(evt => + { + intensityPropertyField.SetEnabled(useProperty.boolValue); + }); + + // Add the property fields to the container + container.Add(usePropertyField); + container.Add(intensityPropertyField); + + // Return the container to be displayed in the Graphics settings window + return container; + } +} +``` + +## Customize the More (⋮) menu of a settings group + +To add items to the **More** (⋮) menu of a settings group, follow these steps: + +1. Create a class that implements the [`IRenderPipelineGraphicsSettingsContextMenu`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu.html) interface. +2. Implement the `PopulateContextMenu` method. +3. To add an item, use the `AddItem` API. + +For example: + +```c# +public class MySettingsContextMenu : IRenderPipelineGraphicsSettingsContextMenu +{ + void IRenderPipelineGraphicsSettingsContextMenu.PopulateContextMenu(MySettings setting, PropertyDrawer _, ref GenericMenu menu) + { + menu.AddItem(new GUIContent("My custom menu item"), false, () => { Debug.Log("Menu item was selected."); }); + } +} +``` + +## Additional resources + +- [PropertyDrawer](xref:UnityEditor.PropertyDrawer) +- [IRenderPipelineGraphicsSettingsContextMenu](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettingsContextMenu.html) diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/get-custom-graphics-settings.md b/Packages/com.unity.render-pipelines.core/Documentation~/get-custom-graphics-settings.md index 1b30039b513..8cbff7e4c59 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/get-custom-graphics-settings.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/get-custom-graphics-settings.md @@ -2,9 +2,7 @@ To get a custom setting and read its value, use the `GetRenderPipelineSettings` method. -If you want to get a setting at runtime, you must [include the setting in your build](choose-whether-unity-includes-a-graphics-setting-in-your-build.md). - -For example, the following script gets the `MySettings` settings class from the example in the [Add custom graphics settings](add-custom-graphics-settings.md) page, then logs the value of the `MyValue` setting: +For example, the following script gets the `MySettings` settings class from the example in the [Add a setting](add-custom-graphics-setting.md) page, then logs the value of the `mySetting` setting: ```c# using UnityEngine; @@ -19,16 +17,16 @@ public class LogMySettingsValue : MonoBehaviour var mySettings = GraphicsSettings.GetRenderPipelineSettings(); // Log the value of the MyValue setting - Debug.Log(mySettings.myValue); + Debug.Log(mySettings.mySetting); } } ``` -## Detect when a setting changes +## Get a notification when a setting changes -You can configure a property so it notifies other scripts when its value changes. This only works while you're editing your project, not at runtime. +To configure a property so it notifies other scripts when its value changes, use the `SetValueAndNotify` method. You can use this to debug, update UI elements, or trigger other actions when a setting changes. -You can use this to fetch the value only when it changes, instead of every frame in the `Update()` method. +This only works while you're editing your project, not at runtime. If you use `SetValueAndModify` in a built application, Unity throws an exception. Follow these steps: @@ -63,8 +61,6 @@ Follow these steps: } ``` - If you use `SetValueAndModify' in a standalone application, Unity throws an exception. - 3. Use the `GraphicsSettings.Subscribe` method to subscribe to notifications from the setting, and call an `Action` when the setting changes. For example: @@ -101,4 +97,6 @@ To stop calling a method when a setting changes, use the `GraphicsSettings.Unsub GraphicsSettings.Unsubscribe(onSettingChanged); ``` +## Additional resources +- [`IRenderPipelineGraphicsSettings`](https://docs.unity3d.com/6000.1/Documentation/ScriptReference/Rendering.IRenderPipelineGraphicsSettings.html) diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/index.md b/Packages/com.unity.render-pipelines.core/Documentation~/index.md index d1724a3269f..7a0b3dbefa3 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/index.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/index.md @@ -6,4 +6,4 @@ SRP Core contains reusable code, including boilerplate code for working with pla If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time. -For more information on SRP, including a guide to getting started with a custom SRP, see the [SRP documentation](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html). For more information on Unity's prebuilt SRPs, see the [Universal Render Pipeline (URP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest), or the [High Definition Render Pipeline (HDRP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest). +For more information on SRP, including a guide to getting started with a custom SRP, see the [SRP documentation](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html). For more information on Unity's prebuilt SRPs, see the [Universal Render Pipeline (URP) documentation](https://docs.unity3d.com/Manual/urp/urp-introduction.html), or the [High Definition Render Pipeline (HDRP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest). diff --git a/Packages/com.unity.render-pipelines.core/Documentation~/settings.md b/Packages/com.unity.render-pipelines.core/Documentation~/settings.md index 28e67b49180..edc8c94bece 100644 --- a/Packages/com.unity.render-pipelines.core/Documentation~/settings.md +++ b/Packages/com.unity.render-pipelines.core/Documentation~/settings.md @@ -1,10 +1,16 @@ -# Custom settings +# Custom graphics settings -Add custom properties and settings to a Scriptable Render Pipeline. +Add, store, and manage custom settings that control rendering features and behaviours in a Scriptable Render Pipeline. For example, quality or shader settings. |Page|Description| |-|-| |[Adding properties in the menu](adding-properties.md)|Add properties in the **Core Render Pipeline** settings section.| -|[Add custom graphics settings](add-custom-graphics-settings.md)|Add custom graphics settings to the **Edit** > **Project Settings** > **Graphics** window, then use the values of the settings to customize your build.| +|[Add a settings group](add-custom-graphics-settings.md)|To add custom graphics settings to a Scriptable Render Pipeline, implement the `IRenderPipelineGraphicsSettings` interface. | +|[Add a setting](add-custom-graphics-setting.md)|Add a simple property or a reference property to a custom graphics settings group.| +|[Customize the UI of a setting](customize-ui-for-a-setting.md)|Customize how a setting displays in the graphics settings window, or add items to the **More** (⋮) menu of a settings group.| |[Get custom graphics settings](get-custom-graphics-settings.md)|Get a custom graphics setting and read its value, or detect when a setting changes.| |[Include or exclude a setting in your build](choose-whether-unity-includes-a-graphics-setting-in-your-build.md)|Choose whether Unity includes or strips a graphics setting in your build, and check if a build includes a setting.| + +## Additional resources + +- [Graphics settings](xref:class-GraphicsSettings) in the Unity manual diff --git a/Packages/com.unity.render-pipelines.core/Editor/CoreEditorUtils.cs b/Packages/com.unity.render-pipelines.core/Editor/CoreEditorUtils.cs index 0f9077c7d07..0d8a485dd27 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/CoreEditorUtils.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/CoreEditorUtils.cs @@ -863,7 +863,7 @@ static bool HandleEvent(bool state, Rect activationRect, Action context return state; } - static void ShowHelpButton(Rect contextMenuRect, string documentationURL, GUIContent title) + internal static void ShowHelpButton(Rect contextMenuRect, string documentationURL, GUIContent title) { if (string.IsNullOrEmpty(documentationURL)) return; diff --git a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugState.cs b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugState.cs index 0c7e971bc50..5a57ad95d16 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugState.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugState.cs @@ -237,9 +237,15 @@ public override void SetValue(object value, DebugUI.IValueField field) /// /// Unsigned Integer Debug State. /// - [Serializable, DebugState(typeof(DebugUI.UIntField), typeof(DebugUI.MaskField))] + [Serializable, DebugState(typeof(DebugUI.UIntField))] public sealed class DebugStateUInt : DebugState { } + /// + /// Rendering layer mask state. + /// + [Serializable, DebugState(typeof(DebugUI.RenderingLayerField))] + public sealed class DebugStateRenderingLayer : DebugState { } + /// /// Float Debug State. /// diff --git a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs index cb89a14027a..ca52e10e39f 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.Builtins.cs @@ -398,12 +398,11 @@ protected override Enum DoGUI(Rect rect, GUIContent label, DebugUI.BitField fiel } } - /// /// Builtin Drawer for Maskfield Debug Items. /// - [DebugUIDrawer(typeof(DebugUI.MaskField))] - public sealed class DebugUIDrawerMaskField : DebugUIFieldDrawer + [DebugUIDrawer(typeof(DebugUI.RenderingLayerField))] + public sealed class DebugUIDrawerRenderingLayerField : DebugUIFieldDrawer { /// /// Does the field of the given type @@ -413,15 +412,10 @@ public sealed class DebugUIDrawerMaskField : DebugUIFieldDrawerThe field /// The state /// The current value from the UI - protected override uint DoGUI(Rect rect, GUIContent label, DebugUI.MaskField field, DebugStateUInt state) + protected override RenderingLayerMask DoGUI(Rect rect, GUIContent label, DebugUI.RenderingLayerField field, DebugStateRenderingLayer state) { uint value = field.GetValue(); - - var enumNames = new string[field.enumNames.Length]; - for (int i = 0; i < enumNames.Length; i++) - enumNames[i] = field.enumNames[i].text; - var mask = EditorGUI.MaskField(rect, label, (int)value, enumNames); - + var mask = EditorGUI.MaskField(rect, label, (int)value, field.renderingLayersNames); return (uint)mask; } } @@ -830,7 +824,10 @@ public override bool OnGUI(DebugUI.Widget widget, DebugState state) rowRect.xMin += 2; rowRect.xMax -= 2; - EditorGUI.LabelField(rowRect, GUIContent.none, EditorGUIUtility.TrTextContent(row.displayName), DebugWindow.Styles.centeredLeft); + + bool isAlternate = r % 2 == 0; + + EditorGUI.LabelField(rowRect, GUIContent.none, EditorGUIUtility.TrTextContent(row.displayName),isAlternate ? DebugWindow.Styles.centeredLeft : DebugWindow.Styles.centeredLeftAlternate); rowRect.xMin -= 2; rowRect.xMax += 2; @@ -841,7 +838,7 @@ public override bool OnGUI(DebugUI.Widget widget, DebugState state) rowRect.x += rowRect.width; rowRect.width = columns[visible[c]].width; if (!row.isHidden) - DisplayChild(rowRect, row.children[visible[c] - 1]); + DisplayChild(rowRect, row.children[visible[c] - 1], isAlternate); } rowRect.y += rowRect.height; } @@ -884,7 +881,7 @@ internal Rect DrawOutline(Rect rect) return new Rect(rect.x + size, rect.y + size, rect.width - 2 * size, rect.height - 2 * size); } - internal void DisplayChild(Rect rect, DebugUI.Widget child) + internal void DisplayChild(Rect rect, DebugUI.Widget child, bool isAlternate) { rect.xMin += 2; rect.xMax -= 2; @@ -898,7 +895,7 @@ internal void DisplayChild(Rect rect, DebugUI.Widget child) if (child.GetType() == typeof(DebugUI.Value)) { var widget = Cast(child); - EditorGUI.LabelField(rect, GUIContent.none, EditorGUIUtility.TrTextContent(widget.GetValue().ToString())); + EditorGUI.LabelField(rect, GUIContent.none, EditorGUIUtility.TrTextContent(widget.GetValue().ToString()), isAlternate ? DebugWindow.Styles.centeredLeft : DebugWindow.Styles.centeredLeftAlternate); } else if (child.GetType() == typeof(DebugUI.ColorField)) { diff --git a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs index 4de92d66a93..9547e9e6afa 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Debugging/DebugWindow.cs @@ -12,8 +12,6 @@ using UnityEngine.Assertions; using UnityEngine.Rendering; -using PackageInfo = UnityEditor.PackageManager.PackageInfo; - namespace UnityEditor.Rendering { #pragma warning disable 414 @@ -46,6 +44,7 @@ void OnEnable() } } + [CoreRPHelpURL("Rendering-Debugger")] sealed class DebugWindow : EditorWindowWithHelpButton, IHasCustomMenu { static Styles s_Styles; @@ -77,37 +76,6 @@ public static bool open private set => DebugManager.instance.displayEditorUI = value; } - protected override void OnHelpButtonClicked() - { - //Deduce documentation url and open it in browser - var url = GetSpecificURL() ?? GetDefaultURL(); - Application.OpenURL(url); - } - - string GetDefaultURL() - { - //Find package info of the current CoreRP package - return $"https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@{DocumentationInfo.version}/manual/Rendering-Debugger.html"; - } - - string GetSpecificURL() - { - //Find package info of the current RenderPipeline - var currentPipeline = GraphicsSettings.currentRenderPipeline; - if (currentPipeline == null) - return null; - - if (!DocumentationUtils.TryGetPackageInfoForType(currentPipeline.GetType(), out var packageName, out var version)) - return null; - - return packageName switch - { - "com.unity.render-pipelines.universal" => $"https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@{version}/manual/features/rendering-debugger.html", - "com.unity.render-pipelines.high-definition" => $"https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@{version}/manual/Render-Pipeline-Debug-Window.html", - _ => null - }; - } - [DidReloadScripts] static void OnEditorReload() { @@ -509,9 +477,22 @@ void OnGUI() { using (new EditorGUILayout.VerticalScope()) { + var selectedPanel = panels[m_Settings.selectedPanel]; + + using (new EditorGUILayout.HorizontalScope()) + { + var style = new GUIStyle(CoreEditorStyles.sectionHeaderStyle) { fontStyle = FontStyle.Bold }; + EditorGUILayout.LabelField(new GUIContent(selectedPanel.displayName), style); + + // Context menu + var rect = GUILayoutUtility.GetLastRect(); + var contextMenuRect = new Rect(rect.xMax, rect.y + 4f, 16f, 16f); + + CoreEditorUtils.ShowHelpButton(contextMenuRect, selectedPanel.documentationUrl, new GUIContent($"{selectedPanel.displayName} panel.")); + } + const float leftMargin = 4f; GUILayout.Space(leftMargin); - var selectedPanel = panels[m_Settings.selectedPanel]; using (var scrollScope = new EditorGUILayout.ScrollViewScope(m_ContentScroll)) { @@ -563,6 +544,11 @@ void OnWidgetGUI(DebugUI.Widget widget) if (widget.isInactiveInEditor || widget.isHidden) return; + if (widget.queryPath == null) + { + Debug.LogError($"Widget {widget.GetType()} query path is null"); + return; + } // State will be null for stateless widget m_WidgetStates.TryGetValue(widget.queryPath, out DebugState state); @@ -626,6 +612,7 @@ public class Styles public readonly Color skinBackgroundColor; public static GUIStyle centeredLeft = new GUIStyle(EditorStyles.label) { alignment = TextAnchor.MiddleLeft }; + public static GUIStyle centeredLeftAlternate = new GUIStyle(EditorStyles.label) { alignment = TextAnchor.MiddleLeft }; public static float singleRowHeight = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; public static int foldoutColumnWidth = 70; @@ -637,6 +624,12 @@ public Styles() Color backgroundColorDarkSkin = new Color32(38, 38, 38, 128); Color backgroundColorLightSkin = new Color32(128, 128, 128, 96); + centeredLeftAlternate.normal.background = CoreEditorUtils.CreateColoredTexture2D( + EditorGUIUtility.isProSkin + ? new Color(63 / 255.0f, 63 / 255.0f, 63 / 255.0f, 255 / 255.0f) + : new Color(202 / 255.0f, 202 / 255.0f, 202 / 255.0f, 255 / 255.0f), + "centeredLeftAlternate Background"); + sectionScrollView = new GUIStyle(sectionScrollView); sectionScrollView.overflow.bottom += 1; @@ -650,6 +643,15 @@ public Styles() skinBackgroundColor = EditorGUIUtility.isProSkin ? backgroundColorDarkSkin : backgroundColorLightSkin; labelWithZeroValueStyle.normal.textColor = Color.gray; + + // Make sure that textures are unloaded on domain reloads. + void OnBeforeAssemblyReload() + { + UnityEngine.Object.DestroyImmediate(centeredLeftAlternate.normal.background); + AssemblyReloadEvents.beforeAssemblyReload -= OnBeforeAssemblyReload; + } + + AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload; } } diff --git a/Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs b/Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs index e1bdc6b6989..cea5bdd6459 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Deprecated.cs @@ -15,25 +15,47 @@ public sealed class SetAdditionalPropertiesVisibilityAttribute : Attribute } /// - /// This attributes tells a class which type of - /// it's an editor for. - /// When you make a custom editor for a component, you need put this attribute on the editor - /// class. + /// This attribute tells the class which type of + /// it is an editor for. It is used to associate a custom editor + /// with a specific volume component, enabling the editor to handle its custom properties and settings. /// + /// + /// When creating a custom editor for a , this attribute must be applied + /// to the editor class to ensure it targets the appropriate component. This functionality has been deprecated, + /// and developers are encouraged to use the attribute instead for newer versions. + /// + /// The attribute specifies which type the editor class is responsible for. + /// Typically, it is used in conjunction with custom editor UI drawing and handling logic for the specified volume component. + /// This provides a way for developers to create custom editing tools for their volume components in the Unity Inspector. + /// + /// Since Unity 2022.2, this functionality has been replaced by the attribute, and as such, + /// it is advised to update any existing custom editors to use the newer approach. + /// /// + /// [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] [Obsolete("VolumeComponentEditor property has been deprecated. Please use CustomEditor. #from(2022.2)")] public sealed class VolumeComponentEditorAttribute : CustomEditor { /// - /// A type derived from . + /// A type derived from that this editor is responsible for. /// + /// + /// This field holds the type of the volume component that the editor class will handle. + /// The type should be a subclass of and is used to associate the editor + /// with the specific component type. + /// public readonly Type componentType; /// /// Creates a new instance. /// - /// A type derived from + /// A type derived from that the editor is responsible for. + /// + /// This constructor initializes the attribute with the component type that the editor will target. + /// The component type is a subclass of and provides the necessary + /// context for the editor class to function properly within the Unity Editor. + /// public VolumeComponentEditorAttribute(Type componentType) : base(componentType, true) { @@ -41,6 +63,7 @@ public VolumeComponentEditorAttribute(Type componentType) } } + /// /// Interface that should be used with [ScriptableRenderPipelineExtension(type))] attribute to dispatch ContextualMenu calls on the different SRPs /// @@ -158,4 +181,34 @@ public DefaultVolumeProfileEditor(Editor baseEditor, VolumeProfile profile) m_TargetSerializedObject = baseEditor.serializedObject; } } + + + + /// + /// Builtin Drawer for Maskfield Debug Items. + /// + [DebugUIDrawer(typeof(DebugUI.MaskField))] + [Obsolete("DebugUI.MaskField has been deprecated and is not longer supported, please use BitField instead. #from(6000.2)", false)] + public sealed class DebugUIDrawerMaskField : DebugUIFieldDrawer + { + /// + /// Does the field of the given type + /// + /// The rect to draw the field + /// The label for the field + /// The field + /// The state + /// The current value from the UI + protected override uint DoGUI(Rect rect, GUIContent label, DebugUI.MaskField field, DebugStateUInt state) + { + uint value = field.GetValue(); + + var enumNames = new string[field.enumNames.Length]; + for (int i = 0; i < enumNames.Length; i++) + enumNames[i] = field.enumNames[i].text; + var mask = EditorGUI.MaskField(rect, label, (int)value, enumNames); + + return (uint)mask; + } + } } diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.Serialization.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.Serialization.cs index d0dadf25dc2..e44748d4704 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.Serialization.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.Serialization.cs @@ -1031,7 +1031,7 @@ unsafe static void WriteBakingCells(BakingCell[] bakingCells) AssetDatabase.SaveAssets(); // Explicitly make sure the binary output files are writable since we write them using the C# file API (i.e. check out Perforce files if applicable) - var outputPaths = new List(new[] { cellDataFilename, cellBricksDataFilename, cellSharedDataFilename, cellSupportDataFilename, cellOptionalDataFilename }); + var outputPaths = new List(new[] { cellDataFilename, cellBricksDataFilename, cellSharedDataFilename, cellSupportDataFilename, cellOptionalDataFilename, cellProbeOcclusionDataFilename }); if (!AssetDatabase.MakeEditable(outputPaths.ToArray())) Debug.LogWarning($"Failed to make one or more probe volume output file(s) writable. This could result in baked data not being properly written to disk. {string.Join(",", outputPaths)}"); @@ -1046,9 +1046,13 @@ unsafe static void WriteBakingCells(BakingCell[] bakingCells) { WriteNativeArray(fs, probesL2); } - using (var fs = new System.IO.FileStream(cellProbeOcclusionDataFilename, System.IO.FileMode.Create, System.IO.FileAccess.Write, System.IO.FileShare.ReadWrite)) + if (probeOcclusion.Length > 0) { - WriteNativeArray(fs, probeOcclusion); + // Write the probe occlusion data file, only if this data was baked (shadowmask mode) - UUM-85411 + using (var fs = new System.IO.FileStream(cellProbeOcclusionDataFilename, System.IO.FileMode.Create, System.IO.FileAccess.Write, System.IO.FileShare.ReadWrite)) + { + WriteNativeArray(fs, probeOcclusion); + } } using (var fs = new System.IO.FileStream(cellSharedDataFilename, System.IO.FileMode.Create, System.IO.FileAccess.Write, System.IO.FileShare.ReadWrite)) { @@ -1066,7 +1070,11 @@ unsafe static void WriteBakingCells(BakingCell[] bakingCells) AssetDatabase.ImportAsset(cellDataFilename); AssetDatabase.ImportAsset(cellOptionalDataFilename); - AssetDatabase.ImportAsset(cellProbeOcclusionDataFilename); + // If we did not write a probe occlusion file (because it was zero bytes), don't try to load it (UUM-101480) + if (probeOcclusion.Length > 0) + { + AssetDatabase.ImportAsset(cellProbeOcclusionDataFilename); + } AssetDatabase.ImportAsset(cellBricksDataFilename); AssetDatabase.ImportAsset(cellSharedDataFilename); AssetDatabase.ImportAsset(cellSupportDataFilename); diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBuildProcessor.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBuildProcessor.cs index 7e751855587..cf0413046c4 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBuildProcessor.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeBuildProcessor.cs @@ -141,7 +141,11 @@ public override void PrepareForBuild(BuildPlayerContext buildPlayerContext) IncludeStreamableAsset(scenario.Value.cellOptionalDataAsset, basePath, useStreamingAsset); else StripStreambleAsset(scenario.Value.cellOptionalDataAsset); - IncludeStreamableAsset(scenario.Value.cellProbeOcclusionDataAsset, basePath, useStreamingAsset); + + if (bakingSet.bakedProbeOcclusion) + IncludeStreamableAsset(scenario.Value.cellProbeOcclusionDataAsset, basePath, useStreamingAsset); + else + StripStreambleAsset(scenario.Value.cellProbeOcclusionDataAsset); } s_BakingSetsProcessedLastBuild.Add(bakingSet); diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeEditor.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeEditor.cs index 20de07edc84..dffbc3e31da 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeEditor.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeEditor.cs @@ -123,7 +123,7 @@ internal static void FrameSettingDisabledHelpBox() var k_EnsureFrameSetting = Type.GetType("UnityEditor.Rendering.HighDefinition.HDEditorUtils,Unity.RenderPipelines.HighDefinition.Editor") .GetMethod("EnsureFrameSetting", BindingFlags.Static | BindingFlags.NonPublic); - k_EnsureFrameSetting.Invoke(null, new object[] { k_APVFrameSetting, "Adaptive Probe Volumes" }); + k_EnsureFrameSetting.Invoke(null, new object[] { k_APVFrameSetting}); } } diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs index 8aaa605c3c5..fcd6253a80e 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeLightingTab.cs @@ -221,6 +221,7 @@ public override void OnGUI() Initialize(); var prv = ProbeReferenceVolume.instance; + // In single scene mode, user can't control active set, so we automatically create a new one // in case the active scene doesn't have a baking set so that we can display baking settings // Clone the current activeSet if possible so that it's seamless when eg. duplicating a scene @@ -787,10 +788,14 @@ internal void OnSceneOpened(Scene scene, OpenSceneMode mode) // Find the set in which the new active scene belongs var set = ProbeVolumeBakingSet.GetBakingSetForScene(scene); - if (set != null) - { - activeSet = set; + activeSet = set; + if (set == null) + { + m_SingleSceneMode = true; + } + else + { // If we load a new scene that doesn't have the current scenario, change it if (!set.m_LightingScenarios.Contains(prv.lightingScenario)) prv.SetActiveScenario(set.m_LightingScenarios[0], false); diff --git a/Packages/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs b/Packages/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs index 3ab31ee75bf..830560fc5b9 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs @@ -12,7 +12,7 @@ namespace UnityEditor.Rendering.LookDev /// /// Class containing a collection of Environment /// - [CoreRPHelpURL("Environment-Library")] + [CoreRPHelpURL("Look-Dev-Environment-Library")] public class EnvironmentLibrary : ScriptableObject { [field: SerializeField] diff --git a/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.SidePanel.cs b/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.SidePanel.cs index 37419dc3794..8ae75375ebe 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.SidePanel.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.SidePanel.cs @@ -39,9 +39,8 @@ static partial class Classes public const string kCustomFoldoutArrow = "custom-foldout-arrow"; } - static readonly System.Text.RegularExpressions.Regex k_TagRegex = new ("<[^>]*>"); - const string k_SelectionColorBeginTag = ""; - const string k_SelectionColorEndTag = ""; + internal const string k_SelectionColorBeginTag = ""; + internal const string k_SelectionColorEndTag = ""; TwoPaneSplitView m_SidePanelSplitView; bool m_ResourceListExpanded = true; @@ -109,12 +108,37 @@ void InitializeSidePanel() passSearchField.RegisterValueChangedCallback(evt => OnSearchFilterChanged(m_PassDescendantCache, evt.newValue)); } - bool IsSearchFilterMatch(string str, string searchString, out int startIndex, out int endIndex) + static bool IsInsideTag(string input, int index) + { + int openTagIndex = input.LastIndexOf('<', index); + int closeTagIndex = input.LastIndexOf('>', index); + return openTagIndex > closeTagIndex; + } + + static bool IsSearchFilterMatch(string str, string searchString, out int startIndex, out int endIndex) { startIndex = -1; endIndex = -1; - startIndex = str.IndexOf(searchString, 0, StringComparison.CurrentCultureIgnoreCase); + if (searchString.Length == 0) + return true; + + int searchStartIndex = 0; + for (;;) + { + startIndex = str.IndexOf(searchString, searchStartIndex, StringComparison.CurrentCultureIgnoreCase); + + // If we found a match but it is inside another tag, ignore it and continue + if (startIndex != -1 && IsInsideTag(str, startIndex)) + { + searchStartIndex = startIndex + 1; + continue; + } + + // Either valid match (not inside another tag) or no match + break; + } + if (startIndex == -1) return false; @@ -134,6 +158,9 @@ void OnSearchFilterChanged(Dictionary> elementC Debug.LogWarning("[Render Graph Viewer] Search string limit exceeded: " + k_SearchStringLimit); } + // Sanitize to not match rich text tags + searchString = searchString.Replace("<", string.Empty).Replace(">", string.Empty); + // If the search string hasn't changed, avoid repeating the same search if (m_PendingSearchString == searchString) return; @@ -147,12 +174,12 @@ void OnSearchFilterChanged(Dictionary> elementC .schedule .Execute(() => { - PerformSearchAsync(elementCache, searchString); + PerformSearch(elementCache, searchString); }) .StartingIn(5); // Avoid spamming multiple search if the user types really fast } - private void PerformSearchAsync(Dictionary> elementCache, string searchString) + internal static void PerformSearch(Dictionary> elementCache, string searchString) { // Display filter foreach (var (foldout, descendants) in elementCache) @@ -160,20 +187,28 @@ private void PerformSearchAsync(Dictionary> ele bool anyDescendantMatchesSearch = false; foreach (var elem in descendants) { - // Remove any existing highlight var text = elem.text; - var hasHighlight = k_TagRegex.IsMatch(text); - text = k_TagRegex.Replace(text, string.Empty); + + // Remove existing match highlight tags + var hasHighlight = text.IndexOf(k_SelectionColorBeginTag, StringComparison.Ordinal) >= 0; + if (hasHighlight) + { + text = text.Replace(k_SelectionColorBeginTag, string.Empty); + text = text.Replace(k_SelectionColorEndTag, string.Empty); + } + if (!IsSearchFilterMatch(text, searchString, out int startHighlight, out int endHighlight)) { - if (hasHighlight) - elem.text = text; + // Reset original text + elem.text = text; continue; } - - text = text.Insert(startHighlight, k_SelectionColorBeginTag); - text = text.Insert(endHighlight + k_SelectionColorBeginTag.Length + 1, k_SelectionColorEndTag); + if (startHighlight >= 0 && endHighlight >= 0) + { + text = text.Insert(startHighlight, k_SelectionColorBeginTag); + text = text.Insert(endHighlight + k_SelectionColorBeginTag.Length + 1, k_SelectionColorEndTag); + } elem.text = text; anyDescendantMatchesSearch = true; } diff --git a/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs b/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs index 75bbb04a974..d6a78d50983 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/RenderGraph/RenderGraphViewer.cs @@ -3,6 +3,7 @@ using UnityEditor.Rendering.Analytics; using UnityEditor.UIElements; using UnityEngine; +using UnityEngine.Rendering; using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Scripting.APIUpdating; using UnityEngine.UIElements; @@ -13,7 +14,8 @@ namespace UnityEditor.Rendering /// Editor window class for the Render Graph Viewer /// [MovedFrom("")] - public partial class RenderGraphViewer : EditorWindow + [CoreRPHelpURL(packageName: "com.unity.render-pipelines.universal", pageName: "render-graph-view")] + public partial class RenderGraphViewer : EditorWindowWithHelpButton { static partial class Names { diff --git a/Packages/com.unity.render-pipelines.core/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs b/Packages/com.unity.render-pipelines.core/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs index 65043e2048e..56d25b9aefb 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/SampleDependencyImportSystem/SampleDependencyImporter.cs @@ -48,7 +48,9 @@ static SampleDependencyImporter() PackageManagerExtensions.RegisterExtension(new SampleDependencyImporter()); } - const string k_srpPrefixPackage = "com.unity."; + const string k_unityPrefixPackage = "com.unity."; + bool importingTextMeshProEssentialResources = false; + PackageInfo m_PackageInfo; List m_Samples; SampleList m_SampleList; @@ -63,11 +65,15 @@ public void OnPackageRemoved(PackageInfo packageInfo) {} /// void IPackageManagerExtension.OnPackageSelectionChange(PackageInfo packageInfo) { - var isSrpPackage = packageInfo != null && packageInfo.name.StartsWith(k_srpPrefixPackage); + var isUnityPackage = packageInfo != null && packageInfo.name.StartsWith(k_unityPrefixPackage); - if (isSrpPackage) + if (isUnityPackage) { - m_PackageInfo = packageInfo; + + + + + m_PackageInfo = packageInfo; m_Samples = GetSamples(packageInfo); if (TryLoadSampleConfiguration(m_PackageInfo, out m_SampleList)) { @@ -104,6 +110,9 @@ static bool TryLoadSampleConfiguration(PackageInfo packageInfo, out SampleList c /// void LoadAssetDependencies(string assetPath) { + + ImportTextMeshProEssentialResources(); + if (m_SampleList != null) { var assetsImported = false; @@ -126,11 +135,32 @@ void LoadAssetDependencies(string assetPath) } } } + + if (assetsImported) AssetDatabase.Refresh(); } } + + /// + /// Import TMP Essential Resources folder to avoid having a popup on scene open. + /// + public void ImportTextMeshProEssentialResources() + { + string essentialResourcesFolder = Path.GetFullPath("Assets/TextMesh Pro"); + bool essentialResourcesImported = Directory.Exists(essentialResourcesFolder); + // If the folder exists and we were importing, this means the import is done. + if (importingTextMeshProEssentialResources && essentialResourcesImported) + importingTextMeshProEssentialResources = false; + + string packageFullPath = Path.GetFullPath("Packages/com.unity.ugui"); + if (Directory.Exists(packageFullPath) && !importingTextMeshProEssentialResources && !essentialResourcesImported) + { + importingTextMeshProEssentialResources = true; + AssetDatabase.ImportPackage(packageFullPath + "/Package Resources/TMP Essential Resources.unitypackage", interactive: false); + } + } /// /// Returns the properties of the samples based on the sample displayName diff --git a/Packages/com.unity.render-pipelines.core/Runtime/AssemblyInfo.cs b/Packages/com.unity.render-pipelines.core/Runtime/AssemblyInfo.cs index 8bf49b24911..96162f18722 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/AssemblyInfo.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/AssemblyInfo.cs @@ -5,3 +5,7 @@ [assembly: InternalsVisibleTo("Unity.RenderPipelines.Core.Runtime.Tests")] [assembly: InternalsVisibleTo("Unity.GraphicTests.Performance.RPCore.Runtime")] [assembly: InternalsVisibleTo("Unity.GraphicTests.Performance.Universal.Runtime")] // access to internal ProfileIds + +// Smoke test project visibility +[assembly: InternalsVisibleTo("SRPSmoke.Runtime.Tests")] +[assembly: InternalsVisibleTo("SRPSmoke.Editor.Tests")] diff --git a/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/BaseCommandBufer.cs b/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/BaseCommandBufer.cs index 966c22cb1c2..047f8da0945 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/BaseCommandBufer.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/BaseCommandBufer.cs @@ -50,7 +50,7 @@ protected internal void ThrowIfGlobalStateNotAllowed() [Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")] protected internal void ThrowIfRasterNotAllowed() { - if (m_ExecutingPass != null && !m_ExecutingPass.HasRenderAttachments()) throw new InvalidOperationException($"{m_ExecutingPass.name}: Using raster commands from a pass with no active render targets is not allowed as it will use an undefined render target state. Please set-up the pass's render targets using SetRenderAttachments."); + if (m_ExecutingPass != null && !m_ExecutingPass.HasRenderAttachments()) throw new InvalidOperationException($"{m_ExecutingPass.name}: Using raster commands from a pass with no active render target is not allowed as it will use an undefined render target state. Please set up pass render targets using SetRenderAttachments."); } /// @@ -71,13 +71,13 @@ protected internal void ValidateTextureHandle(TextureHandle h) if (h.IsBuiltin()) return; - if (!m_ExecutingPass.IsRead(h.handle) && !m_ExecutingPass.IsWritten(h.handle)) + if (!m_ExecutingPass.IsRead(h.handle) && !m_ExecutingPass.IsWritten(h.handle) && !m_ExecutingPass.IsTransient(h.handle)) { - throw new Exception("Pass '" + m_ExecutingPass.name + "' is trying to use a texture on the command buffer that was never registered with the pass builder. Please indicate the texture use to the pass builder."); + throw new Exception($"Pass '{m_ExecutingPass.name}' is trying to bind a texture on the command buffer that is not registered by its builder. Please indicate to the pass builder how the texture is used (UseTexture/CreateTransientTexture)."); } if (m_ExecutingPass.IsAttachment(h)) { - throw new Exception("Pass '" + m_ExecutingPass.name + "' is using a texture as a fragment attachment (SetRenderAttachment/SetRenderAttachmentDepth) but is also trying to bind it as regular texture. Please fix this pass. "); + throw new Exception($"Pass '{m_ExecutingPass.name}' is trying to bind a texture on the command buffer that is already set as a fragment attachment (SetRenderAttachment/SetRenderAttachmentDepth). A texture cannot be used as both in one pass, please fix its usage in the pass builder."); } } } @@ -93,17 +93,17 @@ protected internal void ValidateTextureHandle(TextureHandle h) [Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")] protected internal void ValidateTextureHandleRead(TextureHandle h) { - if(RenderGraph.enableValidityChecks) + if (RenderGraph.enableValidityChecks) { if (m_ExecutingPass == null) return; - if (!m_ExecutingPass.IsRead(h.handle)) + if (!m_ExecutingPass.IsRead(h.handle) && !m_ExecutingPass.IsTransient(h.handle)) { - throw new Exception("Pass '" + m_ExecutingPass.name + "' is trying to read a texture on the command buffer that was never registered with the pass builder. Please indicate the texture as read to the pass builder."); + throw new Exception($"Pass '{m_ExecutingPass.name}' is trying to read a texture on the command buffer that is not registered by its builder. Please indicate to the pass builder that the texture is read (UseTexture/CreateTransientTexture)."); } if (m_ExecutingPass.IsAttachment(h)) { - throw new Exception("Pass '" + m_ExecutingPass.name + "' is using a texture as a fragment attachment (SetRenderAttachment/SetRenderAttachmentDepth) but is also trying to bind it as regular texture. Please fix this pass. "); + throw new Exception($"Pass '{m_ExecutingPass.name}' is trying to bind a texture on the command buffer that is already set as a fragment attachment (SetRenderAttachment/SetRenderAttachmentDepth). A texture cannot be used as both in one pass, please fix its usage in the pass builder."); } } } @@ -129,13 +129,14 @@ protected internal void ValidateTextureHandleWrite(TextureHandle h) throw new Exception("Pass '" + m_ExecutingPass.name + "' is trying to write to a built-in texture. This is not allowed built-in textures are small default resources like `white` or `black` that cannot be written to."); } - if (!m_ExecutingPass.IsWritten(h.handle)) + if (!m_ExecutingPass.IsWritten(h.handle) && !m_ExecutingPass.IsTransient(h.handle)) { - throw new Exception("Pass '" + m_ExecutingPass.name + "' is trying to write a texture on the command buffer that was never registered with the pass builder. Please indicate the texture as written to the pass builder."); + throw new Exception($"Pass '{m_ExecutingPass.name}' is trying to write a texture on the command buffer that is not registered by its builder. Please indicate to the pass builder that the texture is written (UseTexture/CreateTransientTexture)."); } if (m_ExecutingPass.IsAttachment(h)) { - throw new Exception("Pass '" + m_ExecutingPass.name + "' is using a texture as a fragment attachment (SetRenderAttachment/SetRenderAttachmentDepth) but is also trying to bind it as regular texture. Please fix this pass. "); + throw new Exception($"Pass '{m_ExecutingPass.name}' is trying to bind a texture on the command buffer that is already set as a fragment attachment (SetRenderAttachment/SetRenderAttachmentDepth). A texture cannot be used as both in one pass, please fix its usage in the pass builder."); + } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/CommandBufferHelpers.cs b/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/CommandBufferHelpers.cs index 3db10803ec5..3f7ddbc3310 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/CommandBufferHelpers.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/CommandBuffers/CommandBufferHelpers.cs @@ -1,4 +1,5 @@ using System; +using System.Runtime.CompilerServices; using UnityEngine.VFX; namespace UnityEngine.Rendering @@ -17,6 +18,7 @@ public struct CommandBufferHelpers /// /// The CommandBuffer the RasterCommandBuffer should record it's commands to. /// A RasterCommandBuffer that will record its commands to the given buffer. + [MethodImpl(MethodImplOptions.AggressiveInlining)] public static RasterCommandBuffer GetRasterCommandBuffer(CommandBuffer baseBuffer) { rasterCmd.m_WrappedCommandBuffer = baseBuffer; @@ -28,6 +30,7 @@ public static RasterCommandBuffer GetRasterCommandBuffer(CommandBuffer baseBuffe /// /// The CommandBuffer the RasterCommandBuffer should record it's commands to. /// A ComputeCommandBuffer that will record its commands to the given buffer. + [MethodImpl(MethodImplOptions.AggressiveInlining)] public static ComputeCommandBuffer GetComputeCommandBuffer(CommandBuffer baseBuffer) { computeCmd.m_WrappedCommandBuffer = baseBuffer; @@ -39,6 +42,7 @@ public static ComputeCommandBuffer GetComputeCommandBuffer(CommandBuffer baseBuf /// /// The CommandBuffer the UnsafeCommandBuffer should record its commands to. /// A UnsafeCommandBuffer that will record its commands to the given buffer. + [MethodImpl(MethodImplOptions.AggressiveInlining)] public static UnsafeCommandBuffer GetUnsafeCommandBuffer(CommandBuffer baseBuffer) { unsafeCmd.m_WrappedCommandBuffer = baseBuffer; @@ -51,6 +55,7 @@ public static UnsafeCommandBuffer GetUnsafeCommandBuffer(CommandBuffer baseBuffe /// /// The UnsafeCommandBuffer you want to get the engine commandbuffer from. /// A CommandBuffer that will record its commands to the given buffer. + [MethodImpl(MethodImplOptions.AggressiveInlining)] public static CommandBuffer GetNativeCommandBuffer(UnsafeCommandBuffer baseBuffer) { return baseBuffer.m_WrappedCommandBuffer; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugDisplaySettingsUI.cs b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugDisplaySettingsUI.cs index 0d6769deb0b..2dbc44e203a 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugDisplaySettingsUI.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugDisplaySettingsUI.cs @@ -1,5 +1,6 @@ using System; using System.Collections.Generic; +using System.Reflection; using UnityEngine.Rendering.RenderGraphModule; namespace UnityEngine.Rendering @@ -51,6 +52,9 @@ public void RegisterDebug(IDebugDisplaySettings settings) displayName: disposableSettingsPanel.PanelName, createIfNull: true, groupIndex: (disposableSettingsPanel is DebugDisplaySettingsPanel debugDisplaySettingsPanel) ? debugDisplaySettingsPanel.Order : 0); +#if UNITY_EDITOR + panel.documentationUrl = disposableSettingsPanel.GetType().GetCustomAttribute()?.URL; +#endif ObservableList panelChildren = panel.children; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugDisplaySettingsVolumes.cs b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugDisplaySettingsVolumes.cs index eb34eeaf04d..f7f88572b5f 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugDisplaySettingsVolumes.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugDisplaySettingsVolumes.cs @@ -39,16 +39,19 @@ static class Strings public static readonly string camera = "Camera"; public static readonly string parameter = "Parameter"; public static readonly string component = "Component"; - public static readonly string debugViewNotSupported = "Debug view not supported"; + public static readonly string debugViewNotSupported = "N/A"; + public static readonly string parameterNotOverrided = "-"; public static readonly string volumeInfo = "Volume Info"; + public static readonly string gameObject = "GameObject"; public static readonly string resultValue = "Result"; public static readonly string resultValueTooltip = "The interpolated result value of the parameter. This value is used to render the camera."; - public static readonly string globalDefaultValue = "Default"; + public static readonly string globalDefaultValue = "Graphics Settings"; public static readonly string globalDefaultValueTooltip = "Default value for this parameter, defined by the Default Volume Profile in Global Settings."; - public static readonly string qualityLevelValue = "SRP Asset"; + public static readonly string qualityLevelValue = "Quality Settings"; public static readonly string qualityLevelValueTooltip = "Override value for this parameter, defined by the Volume Profile in the current SRP Asset."; public static readonly string global = "Global"; public static readonly string local = "Local"; + public static readonly string volumeProfile = "Volume Profile"; } const string k_PanelTitle = "Volume"; @@ -107,40 +110,26 @@ public static DebugUI.ObjectPopupField CreateCameraSelector(SettingsPanel panel, }; } - static DebugUI.Widget CreateVolumeParameterWidget(string name, VolumeParameter param, Func isHiddenCallback = null) + static DebugUI.Widget CreateVolumeParameterWidget(string name, bool isResultParameter, VolumeParameter param, Func isHiddenCallback = null) { - if (param == null) - return new DebugUI.Value() { displayName = name, getter = () => "-" }; - - var parameterType = param.GetType(); - - // Special overrides - if (parameterType == typeof(ColorParameter)) +#if UNITY_EDITOR || DEVELOPMENT_BUILD + if (param != null) { - var p = (ColorParameter)param; - return new DebugUI.ColorField() + var parameterType = param.GetType(); + if (parameterType == typeof(ColorParameter)) { - displayName = name, - hdr = p.hdr, - showAlpha = p.showAlpha, - getter = () => p.value, - setter = value => p.value = value, - isHiddenCallback = isHiddenCallback - }; - } - else if (parameterType == typeof(BoolParameter)) - { - var p = (BoolParameter)param; - return new DebugUI.BoolField() - { - displayName = name, - getter = () => p.value, - setter = value => p.value = value, - isHiddenCallback = isHiddenCallback - }; - } - else - { + var p = (ColorParameter)param; + return new DebugUI.ColorField() + { + displayName = name, + hdr = p.hdr, + showAlpha = p.showAlpha, + getter = () => p.value, + setter = value => p.value = value, + isHiddenCallback = isHiddenCallback + }; + } + var typeInfo = parameterType.GetTypeInfo(); var genericArguments = typeInfo.BaseType.GenericTypeArguments; if (genericArguments.Length > 0 && genericArguments[0].IsArray) @@ -152,247 +141,201 @@ static DebugUI.Widget CreateVolumeParameterWidget(string name, VolumeParameter p type = parameterType }; } - } - // For parameters that do not override `ToString` - var property = param.GetType().GetProperty("value"); - var toString = property.PropertyType.GetMethod("ToString", Type.EmptyTypes); - if ((toString == null) || (toString.DeclaringType == typeof(object)) || (toString.DeclaringType == typeof(UnityEngine.Object))) - { - // Check if the parameter has a name - var nameProp = property.PropertyType.GetProperty("name"); - if (nameProp == null) - return new DebugUI.Value() { displayName = name, getter = () => Strings.debugViewNotSupported }; - - // Return the parameter name return new DebugUI.Value() { displayName = name, getter = () => { - var value = property.GetValue(param); - if (value == null || value.Equals(null)) - return Strings.none; - var valueString = nameProp.GetValue(value); - return valueString ?? Strings.none; + var property = param.GetType().GetProperty("value"); + if (property == null) + return "-"; + + if (isResultParameter || param.overrideState) + { + var value = property.GetValue(param); + var propertyType = property.PropertyType; + if (value == null || value.Equals(null)) + return Strings.none + $" ({propertyType.Name})"; + + var toString = propertyType.GetMethod("ToString", Type.EmptyTypes); + if ((toString == null) || (toString.DeclaringType == typeof(object)) || (toString.DeclaringType == typeof(UnityEngine.Object))) + { + // Check if the parameter has a name + var nameProp = property.PropertyType.GetProperty("name"); + if (nameProp == null) + return Strings.debugViewNotSupported; + + var valueString = nameProp.GetValue(value); + return valueString ?? Strings.none; + } + + return value.ToString(); + } + + return Strings.parameterNotOverrided; }, isHiddenCallback = isHiddenCallback }; } - - // Call the ToString method - return new DebugUI.Value() - { - displayName = name, - getter = () => - { - var value = property.GetValue(param); - return value == null ? Strings.none : value.ToString(); - }, - isHiddenCallback = isHiddenCallback - }; + #endif + return new DebugUI.Value(); } static DebugUI.Value s_EmptyDebugUIValue = new DebugUI.Value { getter = () => string.Empty }; - public static DebugUI.Table CreateVolumeTable(DebugDisplaySettingsVolume data) + struct VolumeParameterChain { - var table = new DebugUI.Table() + public DebugUI.Widget.NameAndTooltip nameAndTooltip; + public VolumeProfile volumeProfile; + public VolumeComponent volumeComponent; + public Volume volume; + } + + static VolumeComponent GetSelectedVolumeComponent(VolumeProfile profile, Type selectedType) + { + if (profile != null) { - displayName = Strings.parameter, - isReadOnly = true, - isHiddenCallback = () => data.volumeDebugSettings.selectedComponent == 0 - }; + foreach (var component in profile.components) + if (component.GetType() == selectedType) + return component; + } + return null; + } + + static List GetResolutionChain(DebugDisplaySettingsVolume data) + { + List chain = new List(); Type selectedType = data.volumeDebugSettings.selectedComponentType; if (selectedType == null) - return table; + return chain; var volumeManager = VolumeManager.instance; var stack = data.volumeDebugSettings.selectedCameraVolumeStack ?? volumeManager.stack; var stackComponent = stack.GetComponent(selectedType); if (stackComponent == null) - return table; - - var volumes = data.volumeDebugSettings.GetVolumes(); + return chain; - // First row for volume info - var row1 = new DebugUI.Table.Row() + var result = new VolumeParameterChain() { - displayName = Strings.volumeInfo, - opened = true, // Open by default for the in-game view - children = + nameAndTooltip = new DebugUI.Widget.NameAndTooltip() { - new DebugUI.Value() - { - displayName = Strings.resultValue, - tooltip = Strings.resultValueTooltip, - getter = () => string.Empty - } - } - }; - - // Second row, links to volume gameobjects - var row2 = new DebugUI.Table.Row() - { - displayName = "GameObject", - children = { s_EmptyDebugUIValue } - }; - - // Third row, links to volume profile assets - var row3 = new DebugUI.Table.Row() - { - displayName = "Volume Profile", - children = { s_EmptyDebugUIValue } + name = Strings.resultValue, + tooltip = Strings.resultValueTooltip, + }, + volumeComponent = stackComponent, }; - // Fourth row, empty (to separate from actual data) - var row4 = new DebugUI.Table.Row() - { - displayName = string.Empty , - children = { s_EmptyDebugUIValue } - }; + chain.Add(result); + // Add volume components that override default values + var volumes = data.volumeDebugSettings.GetVolumes(); foreach (var volume in volumes) { var profile = volume.HasInstantiatedProfile() ? volume.profile : volume.sharedProfile; - row1.children.Add(new DebugUI.Value() + var overrideComponent = GetSelectedVolumeComponent(profile, selectedType); + if (overrideComponent != null) { - displayName = profile.name, - tooltip = $"Override value for this parameter, defined by {profile.name}", - getter = () => + var overrideVolume = new VolumeParameterChain() { - var scope = volume.isGlobal ? Strings.global : Strings.local; - var weight = data.volumeDebugSettings.GetVolumeWeight(volume); - return scope + " (" + (weight * 100f) + "%)"; - } - }); - row2.children.Add(new DebugUI.ObjectField() { displayName = string.Empty, getter = () => volume }); - row3.children.Add(new DebugUI.ObjectField() { displayName = string.Empty, getter = () => profile }); - row4.children.Add(s_EmptyDebugUIValue); + nameAndTooltip = new DebugUI.Widget.NameAndTooltip() + { + name = profile.name, + tooltip = profile.name, + }, + volumeProfile = profile, + volumeComponent = overrideComponent, + volume = volume + }; + chain.Add(overrideVolume); + } } - // Default value profiles - var globalDefaultComponent = GetSelectedVolumeComponent(volumeManager.globalDefaultProfile); - var qualityDefaultComponent = GetSelectedVolumeComponent(volumeManager.qualityDefaultProfile); - List<(VolumeProfile, VolumeComponent)> customDefaultComponents = new(); + // Add custom default profiles if (volumeManager.customDefaultProfiles != null) { foreach (var customProfile in volumeManager.customDefaultProfiles) { - var customDefaultComponent = GetSelectedVolumeComponent(customProfile); - if (customDefaultComponent != null) - customDefaultComponents.Add((customProfile, customDefaultComponent)); + var customProfileComponent = GetSelectedVolumeComponent(customProfile, selectedType); + if (customProfileComponent != null) + { + var overrideVolume = new VolumeParameterChain() + { + nameAndTooltip = new DebugUI.Widget.NameAndTooltip() + { + name = customProfile.name, + tooltip = customProfile.name, + }, + volumeProfile = customProfile, + volumeComponent = customProfileComponent, + }; + chain.Add(overrideVolume); + } } } - foreach (var (customProfile, _) in customDefaultComponents) - { - row1.children.Add(new DebugUI.Value() { displayName = customProfile.name, getter = () => string.Empty }); - row2.children.Add(s_EmptyDebugUIValue); - row3.children.Add(new DebugUI.ObjectField() { displayName = string.Empty, getter = () => customProfile }); - row4.children.Add(s_EmptyDebugUIValue); - } - - row1.children.Add(new DebugUI.Value() { displayName = Strings.qualityLevelValue, tooltip = Strings.qualityLevelValueTooltip, getter = () => string.Empty }); - row2.children.Add(s_EmptyDebugUIValue); - row3.children.Add(new DebugUI.ObjectField() { displayName = string.Empty, getter = () => volumeManager.qualityDefaultProfile }); - row4.children.Add(s_EmptyDebugUIValue); - - row1.children.Add(new DebugUI.Value() { displayName = Strings.globalDefaultValue, tooltip = Strings.globalDefaultValueTooltip, getter = () => string.Empty }); - row2.children.Add(s_EmptyDebugUIValue); - row3.children.Add(new DebugUI.ObjectField() { displayName = string.Empty, getter = () => volumeManager.globalDefaultProfile }); - row4.children.Add(s_EmptyDebugUIValue); - - table.children.Add(row1); - table.children.Add(row2); - table.children.Add(row3); - table.children.Add(row4); - - VolumeComponent GetSelectedVolumeComponent(VolumeProfile profile) + // Add Quality Settings + if (volumeManager.globalDefaultProfile != null) { - if (profile != null) + var qualitySettingsComponent = GetSelectedVolumeComponent(volumeManager.qualityDefaultProfile, selectedType); + if (qualitySettingsComponent != null) { - foreach (var component in profile.components) - if (component.GetType() == selectedType) - return component; + var overrideVolume = new VolumeParameterChain() + { + nameAndTooltip = new DebugUI.Widget.NameAndTooltip() + { + name = Strings.qualityLevelValue, + tooltip = Strings.qualityLevelValueTooltip, + }, + volumeProfile = volumeManager.qualityDefaultProfile, + volumeComponent = qualitySettingsComponent, + }; + chain.Add(overrideVolume); } - return null; } - // Build rows - recursively handles nested parameters - var rows = new List(); - int AddParameterRows(Type type, string baseName = null, int skip = 0) + // Add Graphics Settings + if (volumeManager.globalDefaultProfile != null) { - void AddRow(FieldInfo f, string prefix, int skip) + var graphicsSettingsComponent = GetSelectedVolumeComponent(volumeManager.globalDefaultProfile, selectedType); + if (graphicsSettingsComponent != null) { - var fieldName = prefix + f.Name; - var attr = (DisplayInfoAttribute[])f.GetCustomAttributes(typeof(DisplayInfoAttribute), true); - if (attr.Length != 0) - fieldName = prefix + attr[0].name; -#if UNITY_EDITOR - // Would be nice to have the equivalent for the runtime debug. - else - fieldName = UnityEditor.ObjectNames.NicifyVariableName(fieldName); -#endif - - int currentParam = rows.Count + skip; - DebugUI.Table.Row row = new DebugUI.Table.Row() + var overrideVolume = new VolumeParameterChain() { - displayName = fieldName, - children = { CreateVolumeParameterWidget(Strings.resultValue, stackComponent.parameterList[currentParam]) }, + nameAndTooltip = new DebugUI.Widget.NameAndTooltip() + { + name = Strings.globalDefaultValue, + tooltip = Strings.globalDefaultValueTooltip, + }, + volumeProfile = volumeManager.globalDefaultProfile, + volumeComponent = graphicsSettingsComponent, }; - - foreach (var volume in volumes) - { - VolumeParameter param = null; - var profile = volume.HasInstantiatedProfile() ? volume.profile : volume.sharedProfile; - if (profile.TryGet(selectedType, out VolumeComponent component)) - param = component.parameterList[currentParam]; - row.children.Add(CreateVolumeParameterWidget(volume.name + " (" + profile.name + ")", param, () => !component.parameterList[currentParam].overrideState)); - } - - foreach (var (customProfile, customComponent) in customDefaultComponents) - row.children.Add(CreateVolumeParameterWidget(customProfile.name, - customComponent != null ? customComponent.parameterList[currentParam] : null)); - - row.children.Add(CreateVolumeParameterWidget(Strings.qualityLevelValue, - qualityDefaultComponent != null ? qualityDefaultComponent.parameterList[currentParam] : null)); - - row.children.Add(CreateVolumeParameterWidget(Strings.globalDefaultValue, - globalDefaultComponent != null ? globalDefaultComponent.parameterList[currentParam] : null)); - - rows.Add(row); - } - - var fields = type - .GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance) - .OrderBy(t => t.MetadataToken); - foreach (var field in fields) - { - if (field.GetCustomAttributes(typeof(ObsoleteAttribute), false).Length != 0) - { - skip++; - continue; - } - var fieldType = field.FieldType; - if (fieldType.IsSubclassOf(typeof(VolumeParameter))) - AddRow(field, baseName ?? string.Empty, skip); - else if (!fieldType.IsArray && fieldType.IsClass) - skip += AddParameterRows(fieldType, baseName ?? (field.Name + " "), skip); + chain.Add(overrideVolume); } - return skip; } - AddParameterRows(selectedType); - foreach (var r in rows.OrderBy(t => t.displayName)) - table.children.Add(r); + return chain; + } + + public static DebugUI.Table CreateVolumeTable(DebugDisplaySettingsVolume data) + { + var table = new DebugUI.Table() + { + displayName = Strings.parameter, + isReadOnly = true, + isHiddenCallback = () => data.volumeDebugSettings.selectedComponent == 0 + }; + + var resolutionChain = GetResolutionChain(data); + if (resolutionChain.Count == 0) + return table; - data.volumeDebugSettings.RefreshVolumes(volumes); - for (int i = 0; i < volumes.Length; i++) - table.SetColumnVisibility(i + 1, data.volumeDebugSettings.VolumeHasInfluence(volumes[i])); + GenerateTableRows(table, resolutionChain); + GenerateTableColumns(table, data, resolutionChain); float timer = 0.0f, refreshRate = 0.2f; + var volumes = data.volumeDebugSettings.GetVolumes(); table.isHiddenCallback = () => { timer += Time.deltaTime; @@ -400,16 +343,9 @@ void AddRow(FieldInfo f, string prefix, int skip) { if (data.volumeDebugSettings.selectedCamera != null) { - var newVolumes = data.volumeDebugSettings.GetVolumes(); - if (!data.volumeDebugSettings.RefreshVolumes(newVolumes)) - { - for (int i = 0; i < newVolumes.Length; i++) - { - var visible = data.volumeDebugSettings.VolumeHasInfluence(newVolumes[i]); - table.SetColumnVisibility(i + 1, visible); - } - } + SetTableColumnVisibility(data, table); + var newVolumes = data.volumeDebugSettings.GetVolumes(); if (!volumes.SequenceEqual(newVolumes)) { volumes = newVolumes; @@ -424,6 +360,139 @@ void AddRow(FieldInfo f, string prefix, int skip) return table; } + + private static void SetTableColumnVisibility(DebugDisplaySettingsVolume data, DebugUI.Table table) + { + var newResolutionChain = GetResolutionChain(data); + for (int i = 1; i < newResolutionChain.Count; i++) // We always skip the interpolated stack that is in index 0 + { + bool visible = true; + if (newResolutionChain[i].volume != null) + { + visible = data.volumeDebugSettings.VolumeHasInfluence(newResolutionChain[i].volume); + } + else + { + visible = newResolutionChain[i].volumeComponent.active; + + if (visible) + { + bool atLeastOneParameterIsOverriden = false; + foreach (var parameter in newResolutionChain[i].volumeComponent.parameterList) + { + if (parameter.overrideState == true) + { + atLeastOneParameterIsOverriden = true; + break; + } + } + + visible &= atLeastOneParameterIsOverriden; + } + } + + table.SetColumnVisibility(i, visible); + } + } + + private static void GenerateTableColumns(DebugUI.Table table, DebugDisplaySettingsVolume data, List resolutionChain) + { + for (int i = 0; i < resolutionChain.Count; ++i) + { + var chain = resolutionChain[i]; + int iRowIndex = -1; + + if (chain.volume != null) + { + ((DebugUI.Table.Row)table.children[++iRowIndex]).children.Add(new DebugUI.Value() + { + nameAndTooltip = chain.nameAndTooltip, + getter = () => + { + var scope = chain.volume.isGlobal ? Strings.global : Strings.local; + var weight = data.volumeDebugSettings.GetVolumeWeight(chain.volume); + return scope + " (" + (weight * 100f) + "%)"; + }, + refreshRate = 0.2f + }); + ((DebugUI.Table.Row)table.children[++iRowIndex]).children.Add(new DebugUI.ObjectField() { displayName = string.Empty, getter = () => chain.volume }); + } + else + { + ((DebugUI.Table.Row)table.children[++iRowIndex]).children.Add(new DebugUI.Value() + { + nameAndTooltip = chain.nameAndTooltip, + getter = () => string.Empty + }); + ((DebugUI.Table.Row)table.children[++iRowIndex]).children.Add(s_EmptyDebugUIValue); + } + + ((DebugUI.Table.Row)table.children[++iRowIndex]).children.Add(chain.volumeProfile != null ? new DebugUI.ObjectField() { displayName = string.Empty, getter = () => chain.volumeProfile } : + s_EmptyDebugUIValue); + + ((DebugUI.Table.Row)table.children[++iRowIndex]).children.Add(s_EmptyDebugUIValue); + + bool isResultParameter = i == 0; + for (int j = 0; j < chain.volumeComponent.parameterList.Count; ++j) + { + var parameter = chain.volumeComponent.parameterList[j]; + ((DebugUI.Table.Row)table.children[++iRowIndex]).children.Add(CreateVolumeParameterWidget(chain.nameAndTooltip.name, isResultParameter, parameter)); + } + } + } + + private static void GenerateTableRows(DebugUI.Table table, List resolutionChain) + { + // First row for volume info + var volumeInfoRow = new DebugUI.Table.Row() + { + displayName = Strings.volumeInfo, + opened = true, // Open by default for the in-game view + }; + + table.children.Add(volumeInfoRow); + + // Second row, links to volume gameobjects + var gameObjectRow = new DebugUI.Table.Row() + { + displayName = Strings.gameObject, + }; + + table.children.Add(gameObjectRow); + + // Third row, links to volume profile assets + var volumeProfileRow = new DebugUI.Table.Row() + { + displayName = Strings.volumeProfile, + }; + table.children.Add(volumeProfileRow); + + var separatorRow = new DebugUI.Table.Row() + { + displayName = string.Empty , + }; + + table.children.Add(separatorRow); + + var results = resolutionChain[0].volumeComponent; + for (int i = 0; i < results.parameterList.Count; ++i) + { + var parameter = results.parameterList[i]; + +#if UNITY_EDITOR + string displayName = UnityEditor.ObjectNames.NicifyVariableName(parameter.debugId); // In the editor, make the name more readable +#elif DEVELOPMENT_BUILD + string displayName = parameter.debugId; // In the development player, just the debug id +#else + string displayName = i.ToString(); // Everywhere else, just a dummy id ( TODO: The Volume panel code should be stripped completely in nom-development builds ) +#endif + + table.children.Add(new DebugUI.Table.Row() + { + displayName = displayName + }); + } + } } [DisplayInfo(name = k_PanelTitle, order = int.MaxValue)] diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Fields.cs b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Fields.cs index db504af0bcf..7c6c0495449 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Fields.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Fields.cs @@ -242,6 +242,134 @@ public override float ValidateValue(float value) } } + /// + /// Field that displays + /// + public class RenderingLayerField : Field, IContainer + { + static readonly NameAndTooltip s_RenderingLayerColors = new() + { + name = "Layers Color", + tooltip = "Select the display color for each Rendering Layer" + }; + + private string[] m_RenderingLayersNames = Array.Empty(); + + private int m_DefinedRenderingLayersCount = -1; + + private int maxRenderingLayerCount + { + get + { +#if UNITY_EDITOR + if (UnityEditor.Rendering.EditorGraphicsSettings. + TryGetFirstRenderPipelineSettingsFromInterface(out var settings)) + return Mathf.Min(settings.maxSupportedRenderingLayers, RenderingLayerMask.GetRenderingLayerCount()); +#endif + + return RenderingLayerMask.GetRenderingLayerCount(); + } + } + + private void Resize() + { + m_DefinedRenderingLayersCount = RenderingLayerMask.GetDefinedRenderingLayerCount(); + + // Fill layer names + m_RenderingLayersNames = new string[maxRenderingLayerCount]; + for (int i = 0; i < maxRenderingLayerCount; i++) + { + var definedLayerName = RenderingLayerMask.RenderingLayerToName(i); + if (string.IsNullOrEmpty(definedLayerName)) + definedLayerName = $"Unused Rendering Layer {i}"; + m_RenderingLayersNames[i] = definedLayerName; + } + + // Foldout + Color for each layer + m_RenderingLayersColors.Clear(); + var layersColor = new DebugUI.Foldout() + { + nameAndTooltip = s_RenderingLayerColors, + flags = Flags.EditorOnly, + parent = this, + }; + m_RenderingLayersColors.Add(layersColor); + + for (int i = 0; i < m_RenderingLayersNames.Length; i++) + { + var index = i; // capture the variable for the color field index + layersColor.children.Add(new DebugUI.ColorField + { + displayName = m_RenderingLayersNames[index], + getter = () => + { + Assert.IsNotNull(getRenderingLayerColor, "Please specify a method for getting the rendering layer color"); + return getRenderingLayerColor(index); + }, + setter = value => + { + Assert.IsNotNull(setRenderingLayerColor, "Please specify a method for setting the rendering layer color"); + setRenderingLayerColor(value, index); + } + }); + } + + GenerateQueryPath(); + } + + /// + /// Obtains the list of the available rendering layer names + /// + public string[] renderingLayersNames + { + get + { + if (m_DefinedRenderingLayersCount != RenderingLayerMask.GetDefinedRenderingLayerCount()) + { + Resize(); + } + + return m_RenderingLayersNames; + } + } + + private ObservableList m_RenderingLayersColors = new ObservableList(); + + /// + /// Gets the list of widgets representing the rendering layer colors. + /// + public ObservableList children + { + get + { + if (m_DefinedRenderingLayersCount != RenderingLayerMask.GetDefinedRenderingLayerCount()) + { + Resize(); + } + + return m_RenderingLayersColors; + } + } + + /// + /// Obtains the color in a given index + /// + public Func getRenderingLayerColor { get; set; } + /// + /// Sets the color for a given index + /// + public Action setRenderingLayerColor { get; set; } + + internal override void GenerateQueryPath() + { + base.GenerateQueryPath(); + + int numChildren = children.Count; + for (int i = 0; i < numChildren; i++) + children[i].GenerateQueryPath(); + } + } + /// /// Generic that stores enumNames and enumValues /// @@ -446,47 +574,6 @@ public Type enumType } } - /// - /// Maskfield enumeration field. - /// - public class MaskField : EnumField - { - /// - /// Fills the enum using the provided names - /// - /// names to fill the enum - public void Fill(string[] names) - { - using (ListPool.Get(out var tmpNames)) - using (ListPool.Get(out var tmpValues)) - { - for (int i=0; i<(names.Length); ++i) - { - tmpNames.Add(new GUIContent(names[i])); - tmpValues.Add(i); - } - enumNames = tmpNames.ToArray(); - enumValues = tmpValues.ToArray(); - } - } - - /// - /// Assigns a value to the maskfield. - /// - /// value for the maskfield - public override void SetValue(uint value) - { - Assert.IsNotNull(setter); - var validValue = ValidateValue(value); - - if (!validValue.Equals(getter())) - { - setter(validValue); - onValueChanged?.Invoke(this, validValue); - } - } - } - /// /// Color field. /// diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Panel.cs b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Panel.cs index 8d506f78e11..fb77b88085b 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Panel.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/DebugUI.Panel.cs @@ -53,6 +53,10 @@ public class Panel : IContainer, IComparable /// Callback used when the panel is set dirty. /// public event Action onSetDirty = delegate { }; + +#if UNITY_EDITOR + public string documentationUrl { get; set; } +#endif /// /// Constructor. diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Resources/DebugUICanvas.prefab b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Resources/DebugUICanvas.prefab index e6f951c943a..37aaf8c0cae 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Resources/DebugUICanvas.prefab +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Resources/DebugUICanvas.prefab @@ -114,7 +114,8 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 76db615e524a19c4990482d75a475543, type: 3} m_Name: m_EditorClassIdentifier: - panelPrefab: {fileID: 224481716535368988, guid: daa46a58178a6ad41ae1ddc2dc7f856d, type: 3} + panelPrefab: {fileID: 224481716535368988, guid: daa46a58178a6ad41ae1ddc2dc7f856d, + type: 3} prefabs: - type: UnityEngine.Rendering.DebugUI+Value, Unity.RenderPipelines.Core.Runtime, Version=0.0.0.0, 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UnityEngine.Rendering.DebugUI+RenderingLayerField, Unity.RenderPipelines.Core.Runtime, + Version=0.0.0.0, Culture=neutral, PublicKeyToken=null + prefab: {fileID: 5833802642077810669, guid: 928d1ca04af80c84e8d5dabc18095d79, + type: 3} diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRenderingLayerField.cs b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRenderingLayerField.cs new file mode 100644 index 00000000000..7516c5811cb --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRenderingLayerField.cs @@ -0,0 +1,152 @@ +using System.Collections.Generic; +using UnityEngine.Assertions; +using UnityEngine.UI; + +namespace UnityEngine.Rendering.UI +{ + /// + /// DebugUIHandler for RenderingLayerField widget. + /// + public class DebugUIHandlerRenderingLayerField : DebugUIHandlerWidget + { + /// Name of the widget. + public Text nameLabel; + /// Value toggle. + public UIFoldout valueToggle; + + /// Toggles for the RenderingLayerField. + public List toggles; + + DebugUI.RenderingLayerField m_Field; + DebugUIHandlerContainer m_Container; + + internal override void SetWidget(DebugUI.Widget widget) + { + base.SetWidget(widget); + m_Field = CastWidget(); + m_Container = GetComponent(); + nameLabel.text = m_Field.displayName; + + int toggleIndex = 0; + var count = m_Field.renderingLayersNames.Length - 1; + foreach (var layerName in m_Field.renderingLayersNames) + { + if (toggleIndex >= toggles.Count) + continue; + + var toggle = toggles[toggleIndex]; + toggle.getter = GetValue; + toggle.setter = SetValue; + toggle.nextUIHandler = toggleIndex < count ? toggles[toggleIndex + 1] : null; + toggle.previousUIHandler = toggleIndex > 0 ? toggles[toggleIndex - 1] : null; + toggle.parentUIHandler = this; + toggle.index = toggleIndex; + toggle.nameLabel.text = layerName; + toggle.Init(); + toggleIndex++; + } + + // Destroy the remaining toggles outside of the range of the displayed enum. + for (; toggleIndex < toggles.Count; ++toggleIndex) + { + CoreUtils.Destroy(toggles[toggleIndex].gameObject); + toggles[toggleIndex] = null; + } + } + + bool GetValue(int index) + { + var mask = m_Field.GetValue(); + return (mask & (1u << index)) != 0; + } + + void SetValue(int index, bool value) + { + var mask = m_Field.GetValue(); + if (value) + mask |= 1 << index; + else + mask &= ~(1 << index); + m_Field.SetValue(mask); + } + + /// + /// OnSelection implementation. + /// + /// True if the selection wrapped around. + /// Previous widget. + /// True if the selection is allowed. + public override bool OnSelection(bool fromNext, DebugUIHandlerWidget previous) + { + if (fromNext || valueToggle.isOn == false) + { + nameLabel.color = colorSelected; + } + else if (valueToggle.isOn) + { + if (m_Container.IsDirectChild(previous)) + { + nameLabel.color = colorSelected; + } + else + { + var lastItem = m_Container.GetLastItem(); + DebugManager.instance.ChangeSelection(lastItem, false); + } + } + + return true; + } + + /// + /// OnDeselection implementation. + /// + public override void OnDeselection() + { + nameLabel.color = colorDefault; + } + + /// + /// OnIncrement implementation. + /// + /// True if incrementing fast. + public override void OnIncrement(bool fast) + { + valueToggle.isOn = true; + } + + /// + /// OnDecrement implementation. + /// + /// Trye if decrementing fast. + public override void OnDecrement(bool fast) + { + valueToggle.isOn = false; + } + + /// + /// OnAction implementation. + /// + public override void OnAction() + { + valueToggle.isOn = !valueToggle.isOn; + } + + /// + /// Next implementation. + /// + /// Next widget UI handler, parent if there is none. + public override DebugUIHandlerWidget Next() + { + if (!valueToggle.isOn || m_Container == null) + return base.Next(); + + var firstChild = m_Container.GetFirstItem(); + + if (firstChild == null) + return base.Next(); + + return firstChild; + } + } +} diff --git a/Tests/SRPTests/Packages/com.unity.testing.hdrp/Scripts/Setup/SetupGraphicsTestCases.cs.meta b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRenderingLayerField.cs.meta similarity index 83% rename from Tests/SRPTests/Packages/com.unity.testing.hdrp/Scripts/Setup/SetupGraphicsTestCases.cs.meta rename to Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRenderingLayerField.cs.meta index 39174d06d54..600e05f1b49 100644 --- a/Tests/SRPTests/Packages/com.unity.testing.hdrp/Scripts/Setup/SetupGraphicsTestCases.cs.meta +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Scripts/DebugUIHandlerRenderingLayerField.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 099907e15c7175a4f9fa727907e61597 +guid: ea44ef5968bb44a48b7855c36dae02c4 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git 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a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Widgets/DebugUIHandlerRenderingLayerField.prefab.meta b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Widgets/DebugUIHandlerRenderingLayerField.prefab.meta new file mode 100644 index 00000000000..4efc01a70b9 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/Prefabs/Widgets/DebugUIHandlerRenderingLayerField.prefab.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 928d1ca04af80c84e8d5dabc18095d79 +PrefabImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/VolumeDebugSettings.cs b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/VolumeDebugSettings.cs index ca423bffbed..d2310ebd81b 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Debugging/VolumeDebugSettings.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Debugging/VolumeDebugSettings.cs @@ -73,7 +73,10 @@ public IEnumerable cameras if (camera.cameraType != CameraType.Preview && camera.cameraType != CameraType.Reflection) { - if (camera.TryGetComponent(out T additionalData)) + if (!camera.TryGetComponent(out T additionalData)) + additionalData = camera.gameObject.AddComponent(); + + if (additionalData != null) m_Cameras.Add(camera); } } @@ -262,21 +265,9 @@ public bool RefreshVolumes(Volume[] newVolumes) /// The weight of the volume public float GetVolumeWeight(Volume volume) { - if (weights == null) - return 0; - - float total = 0f, weight = 0f; - for (int i = 0; i < volumes.Length; i++) - { - weight = weights[i]; - weight *= 1f - total; - total += weight; - - if (volumes[i] == volume) - return weight; - } - - return 0f; + // TODO: Store the calculated weight in the stack for the volumes that have influence and return it here + var triggerPos = selectedCameraPosition; + return ComputeWeight(volume, triggerPos); } /// @@ -286,14 +277,9 @@ public float GetVolumeWeight(Volume volume) /// If the volume has influence public bool VolumeHasInfluence(Volume volume) { - if (weights == null) - return false; - - int index = Array.IndexOf(volumes, volume); - if (index == -1) - return false; - - return weights[index] != 0f; + // TODO: Store the calculated weight in the stack for the volumes that have influence and return it here + var triggerPos = selectedCameraPosition; + return ComputeWeight(volume, triggerPos) > 0.0f; } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Deprecated.cs b/Packages/com.unity.render-pipelines.core/Runtime/Deprecated.cs index 9046879c434..a0b1cc9c211 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Deprecated.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Deprecated.cs @@ -2,6 +2,8 @@ using System.Collections.Generic; using System.Linq; using System.Reflection; +using UnityEngine.Assertions; +using static UnityEngine.Rendering.DebugUI; namespace UnityEngine.Rendering { @@ -153,4 +155,50 @@ public void Unregister(Volume volume, int layer) Unregister(volume); } } + + + public partial class DebugUI + { + /// + /// Maskfield enumeration field. + /// + [Obsolete("Mask field is not longer supported. Please use a BitField or implement your own Widget. #from(6000.2)", false)] + public class MaskField : EnumField + { + /// + /// Fills the enum using the provided names + /// + /// names to fill the enum + public void Fill(string[] names) + { + using (ListPool.Get(out var tmpNames)) + using (ListPool.Get(out var tmpValues)) + { + for (int i = 0; i < (names.Length); ++i) + { + tmpNames.Add(new GUIContent(names[i])); + tmpValues.Add(i); + } + enumNames = tmpNames.ToArray(); + enumValues = tmpValues.ToArray(); + } + } + + /// + /// Assigns a value to the maskfield. + /// + /// value for the maskfield + public override void SetValue(uint value) + { + Assert.IsNotNull(setter); + var validValue = ValidateValue(value); + + if (!validValue.Equals(getter())) + { + setter(validValue); + onValueChanged?.Invoke(this, validValue); + } + } + } + } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Documentation.cs b/Packages/com.unity.render-pipelines.core/Runtime/Documentation.cs index 7ddace17501..242fbc31f51 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Documentation.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Documentation.cs @@ -46,7 +46,7 @@ public CoreRPHelpURLAttribute(string pageName, string pageHash, string packageNa } /// - /// Use this attribute to define the help URP. + /// Use this attribute to define documentation url for the current Render Pipeline. /// /// /// [CoreRPHelpURLAttribute("Volume")] @@ -57,14 +57,18 @@ public CoreRPHelpURLAttribute(string pageName, string pageHash, string packageNa public class CurrentPipelineHelpURLAttribute : HelpURLAttribute { private string pageName { get; } + + private string pageHash { get; } /// /// The constructor of the attribute /// /// The name of the documentation page. - public CurrentPipelineHelpURLAttribute(string pageName) + /// The name of the section on the documentation page. + public CurrentPipelineHelpURLAttribute(string pageName, string pageHash = "") : base(null) { this.pageName = pageName; + this.pageHash = pageHash; } /// @@ -77,7 +81,7 @@ public override string URL #if UNITY_EDITOR if (DocumentationUtils.TryGetPackageInfoForType(GraphicsSettings.currentRenderPipeline?.GetType() ?? typeof(DocumentationInfo), out var package, out var version)) { - return DocumentationInfo.GetPackageLink(package, version, this.pageName); + return DocumentationInfo.GetPackageLink(package, version, pageName, pageHash); } #endif return string.Empty; @@ -92,7 +96,8 @@ public override string URL public class DocumentationInfo { const string fallbackVersion = "13.1"; - const string url = "https://docs.unity3d.com/Packages/{0}@{1}/manual/{2}.html#{3}"; + const string packageDocumentationUrl = "https://docs.unity3d.com/Packages/{0}@{1}/manual/"; + const string url = packageDocumentationUrl + "{2}.html{3}"; /// /// Current version of the documentation. @@ -117,6 +122,21 @@ public static string version /// The page name without the extension. /// The full URL of the page. public static string GetPackageLink(string packageName, string packageVersion, string pageName) => string.Format(url, packageName, packageVersion, pageName, ""); + + /// + /// Generates a help URL for the given package, page name and section name. + /// + /// The package name. + /// The package version. + /// The page name without the extension. + /// The section name on the documentation page. + /// The full URL of the page. + public static string GetPackageLink(string packageName, string packageVersion, string pageName, string pageHash) + { + if (!string.IsNullOrEmpty(pageHash) && !pageHash.StartsWith("#")) + pageHash = $"#{pageHash}"; + return string.Format(url, packageName, packageVersion, pageName, pageHash); + } /// /// Generates a help url for the given package and page name @@ -133,7 +153,27 @@ public static string version /// The page name without the extension. /// The page hash /// The full URL of the page. - public static string GetPageLink(string packageName, string pageName, string pageHash) => string.Format(url, packageName, version, pageName, pageHash); + public static string GetPageLink(string packageName, string pageName, string pageHash) + { + if (!string.IsNullOrEmpty(pageHash) && !pageHash.StartsWith("#")) + pageHash = $"#{pageHash}"; + return string.Format(url, packageName, version, pageName, pageHash); + } + + /// + /// Generates a help url to the index page for the provided package name and package version. + /// + /// The name of the package. + /// The version of the package. + /// The full URL to the default package documentation page. + public static string GetDefaultPackageLink(string packageName, string packageVersion) => string.Format(packageDocumentationUrl, packageName, packageVersion); + + /// + /// Generates a help url to the index page for the provided package name and package version. + /// + /// The name of the package. + /// The full URL to the default package documentation page. + public static string GetDefaultPackageLink(string packageName) => string.Format(packageDocumentationUrl, packageName, version); } /// @@ -173,12 +213,12 @@ public static bool TryGetHelpURL(Type type, out string url) #if UNITY_EDITOR /// - /// Obtain package informations from a specific type + /// Obtains package information for a specified type. /// - /// The type used to retrieve package information - /// The name of the package containing the given type - /// The version number of the package containing the given type. Only Major.Minor will be returned as fix is not used for documentation - /// + /// The type used to retrieve package information. + /// The name of the package containing the given type. + /// The version number of the package containing the given type. Only Major.Minor will be returned as fix is not used for documentation. + /// Returns true if the package information is found; otherwise, false. public static bool TryGetPackageInfoForType([DisallowNull] Type type, [NotNullWhen(true)] out string packageName, [NotNullWhen(true)] out string version) { var packageInfo = PackageInfo.FindForAssembly(type.Assembly); @@ -193,6 +233,20 @@ public static bool TryGetPackageInfoForType([DisallowNull] Type type, [NotNullWh version = packageInfo.version.Substring(0, packageInfo.version.LastIndexOf('.')); return true; } + + /// + /// Obtains a help URL to the index page for the package documentation of a specified type. + /// + /// The type used to retrieve package information. + /// The generated help URL to the package's index documentation page. + /// Returns true if a valid help URL is retrieved; otherwise, false. + public static bool TryGetDefaultHelpURL([DisallowNull] Type type, [NotNullWhen(true)] out string url) + { + url = string.Empty; + if (TryGetPackageInfoForType(type, out var packageName, out var version)) + url = DocumentationInfo.GetDefaultPackageLink(packageName, version); + return !string.IsNullOrEmpty(url); + } #endif } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/Debug/DebugDisplayGPUResidentDrawer.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/Debug/DebugDisplayGPUResidentDrawer.cs index 9b090d2c6d1..1df80681bf8 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/Debug/DebugDisplayGPUResidentDrawer.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/Debug/DebugDisplayGPUResidentDrawer.cs @@ -225,6 +225,7 @@ private static DebugUI.Table.Row AddOcclusionContextDataRow(int index) [DisplayInfo(name = "GPU Resident Drawer", order = 5)] + [CurrentPipelineHelpURL("gpu-resident-drawer")] private class SettingsPanel : DebugDisplaySettingsPanel { public override string PanelName => "GPU Resident Drawer"; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.Validator.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.Validator.cs index 91a5c2cfba0..f76c930b549 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.Validator.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.Validator.cs @@ -81,6 +81,11 @@ internal static bool IsGPUResidentDrawerSupportedBySRP(GPUResidentDrawerSettings message = Strings.allowInEditModeDisabled; return false; } + + // Disable GRD in any external AssetImporter child process. GRD isn't made for AssetImporter workflow/lifetime + // Avoid memory leak warning messages and also some future issues (UUM-90039) + if (AssetDatabase.IsAssetImportWorkerProcess()) + return false; #endif // If we are forcing the system, no need to perform further checks if (IsForcedOnViaCommandLine()) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs index 666a7cb3706..aabf6728f7b 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentDrawer.cs @@ -334,7 +334,7 @@ private static void Recreate(GPUResidentDrawerSettings settings) private NativeList m_FrameCameraIDs; private bool m_FrameUpdateNeeded = false; - private bool m_SelectionChanged; + private bool m_IsSelectionDirty; static GPUResidentDrawer() { @@ -399,6 +399,7 @@ private GPUResidentDrawer(GPUResidentDrawerSettings settings, int maxInstanceCou #if UNITY_EDITOR AssemblyReloadEvents.beforeAssemblyReload += OnAssemblyReload; m_FrameCameraIDs = new NativeList(1, Allocator.Persistent); + m_IsSelectionDirty = true; // Force at least one selection update #endif SceneManager.sceneLoaded += OnSceneLoaded; @@ -429,6 +430,7 @@ private void Dispose() #endif SceneManager.sceneLoaded -= OnSceneLoaded; + // Note: Those RenderPipelineManager callbacks do not run when using built-in editor debug views such as lightmap, shadowmask etc RenderPipelineManager.beginContextRendering -= OnBeginContextRendering; RenderPipelineManager.endContextRendering -= OnEndContextRendering; RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering; @@ -487,6 +489,7 @@ private void OnBeginContextRendering(ScriptableRenderContext context, List cameras) { bool newFrame = false; @@ -508,21 +511,16 @@ private void EditorFrameUpdate(List cameras) else m_FrameUpdateNeeded = true; } - - ProcessSelection(); } private void OnSelectionChanged() { - m_SelectionChanged = true; + m_IsSelectionDirty = true; } - private void ProcessSelection() + private void UpdateSelection() { - if(!m_SelectionChanged) - return; - - m_SelectionChanged = false; + Profiler.BeginSample("GPUResidentDrawer.UpdateSelection"); Object[] renderers = Selection.GetFiltered(typeof(MeshRenderer), SelectionMode.Deep); @@ -532,8 +530,10 @@ private void ProcessSelection() rendererIDs[i] = renderers[i] ? renderers[i].GetInstanceID() : 0; m_Batcher.UpdateSelectedRenderers(rendererIDs); - + rendererIDs.Dispose(); + + Profiler.EndSample(); } #endif @@ -612,10 +612,15 @@ private void PostPostLateUpdate() supportedChangedPackedMaterialDatas.Dispose(); m_BatchersContext.UpdateInstanceMotions(); - m_Batcher.UpdateFrame(); #if UNITY_EDITOR + if (m_IsSelectionDirty) + { + UpdateSelection(); + m_IsSelectionDirty = false; + } + m_FrameUpdateNeeded = false; #endif } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs index 7d753421fc0..a980a3e23fb 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs @@ -206,6 +206,9 @@ unsafe float CalculateLODVisibility(int instanceIndex, int sharedInstanceIndex, Assert.IsTrue(lodMask > 0); ref var lodGroup = ref lodGroupCullingData.ElementAt((int)lodIndex); + if (lodGroup.forceLODMask != 0) + return (lodGroup.forceLODMask & lodMask) != 0 ? k_LODPercentFullyVisible : k_LODPercentInvisible; + float cameraSqrDistToLODCenter = isOrtho ? sqrScreenRelativeMetric : LODGroupRenderingUtils.CalculateSqrPerspectiveDistance(lodGroup.worldSpaceReferencePoint, cameraPosition, sqrScreenRelativeMetric); // Remove lods that are beyond the max lod. diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/LODGroupDataPool.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/LODGroupDataPool.cs index 2b33013a199..42705f501e6 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/LODGroupDataPool.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/LODGroupDataPool.cs @@ -27,6 +27,7 @@ internal unsafe struct LODGroupCullingData public fixed float transitionDistances[LODGroupData.k_MaxLODLevelsCount]; // todo - make this a separate data struct (CPUOnly, as we do not support dithering on GPU..) public float worldSpaceSize;// SpeedTree crossfade. public fixed bool percentageFlags[LODGroupData.k_MaxLODLevelsCount];// SpeedTree crossfade. + public byte forceLODMask; } [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] @@ -155,6 +156,7 @@ public void Execute(int index) var worldReferencePoint = inputData.worldSpaceReferencePoint[index]; var worldSpaceSize = inputData.worldSpaceSize[index]; var lastLODIsBillboard = inputData.lastLODIsBillboard[index]; + var forceLODMask = inputData.forceLODMask[index]; var useDitheringCrossFade = fadeMode != LODFadeMode.None && supportDitheringCrossFade; var useSpeedTreeCrossFade = fadeMode == LODFadeMode.SpeedTree; @@ -166,6 +168,7 @@ public void Execute(int index) lodGroupData->rendererCount = useDitheringCrossFade ? renderersCount : 0; lodGroupCullingData->worldSpaceSize = worldSpaceSize; lodGroupCullingData->worldSpaceReferencePoint = worldReferencePoint; + lodGroupCullingData->forceLODMask = forceLODMask; lodGroupCullingData->lodCount = lodCount; rendererCount.Add(lodGroupData->rendererCount); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/DecodeSH.hlsl b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/DecodeSH.hlsl index dfcd7d3440e..3e1ea9ff582 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/DecodeSH.hlsl +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/DecodeSH.hlsl @@ -74,7 +74,11 @@ float3 EncodeSH(float l0, float3 l1) #if !HALF_IS_FLOAT half3 EncodeSH(half l0, half3 l1) { - return l0 == 0.0 ? 0.5 : l1 * rcp(l0) / (2.0 * APV_L1_ENCODING_SCALE) + 0.5; + // UUM-92338: To prevent rcp(l0) from going to infinity, 1.0/l0 must be smaller than 65504 (HALF_MAX) + // => l0 must be greater than than 1.0/65504 = 0.00001526624(0x0100) which is a subnormal number + // To ensure robustness and avoid issues, we need a bigger threshold value. + // 0.00006103515625 (HALF_MIN) would be a decent choice but we select 0.0001 instead, which was already used in ProbeVolume.hlsl + return (l0 < 0.0001 ? 0.5 : l1 * rcp(l0) / (2.0 * APV_L1_ENCODING_SCALE) + 0.5); } #endif diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeAdjustmentVolume.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeAdjustmentVolume.cs index 973a2356fda..7bc1067740d 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeAdjustmentVolume.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeAdjustmentVolume.cs @@ -5,7 +5,7 @@ namespace UnityEngine.Rendering /// /// A marker to adjust probes in an area of the scene. /// - [CoreRPHelpURL("probevolumes-settings#probe-adjustment-volume", "com.unity.render-pipelines.high-definition")] + [CoreRPHelpURL("probevolumes-adjustment-volume-component-reference", "com.unity.render-pipelines.high-definition")] [ExecuteAlways] [AddComponentMenu("Rendering/Probe Adjustment Volume")] public class ProbeAdjustmentVolume : MonoBehaviour, ISerializationCallbackReceiver diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.Streaming.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.Streaming.cs index 37613e48df2..c956c8e9057 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.Streaming.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.Streaming.cs @@ -114,6 +114,7 @@ internal class CellStreamingScratchBuffer public CellStreamingScratchBuffer(int chunkCount, int chunkSize, bool allocateGraphicsBuffers) { this.chunkCount = chunkCount; + this.chunkSize = chunkSize; // With a stride of 4 (one uint) // Number of elements for chunk data: chunkCount * chunkSize / 4 @@ -152,6 +153,7 @@ public void Dispose() public GraphicsBuffer buffer => m_GraphicsBuffers[m_CurrentBuffer]; public NativeArray stagingBuffer; // Contains data streamed from disk. To be copied into the graphics buffer. public int chunkCount { get; } + public int chunkSize { get; } int m_CurrentBuffer; GraphicsBuffer[] m_GraphicsBuffers = new GraphicsBuffer[2]; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs index a9eadd77de4..f6615975f95 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs @@ -727,6 +727,7 @@ public struct ExtraDataActionInput List m_ActiveScenes = new List(); ProbeVolumeBakingSet m_CurrentBakingSet = null; + ProbeVolumeBakingSet m_LazyBakingSet = null; bool m_NeedLoadAsset = false; bool m_ProbeReferenceVolumeInit = false; @@ -857,6 +858,39 @@ internal void RegisterPerSceneData(ProbeVolumePerSceneData data) } } + /// + /// Setting a BakingSet while it is uninitialized schedules it to be set after initialization. + /// + /// BakingSet to set. + /// Returns true when scheduled. + internal bool ScheduleBakingSet(ProbeVolumeBakingSet bakingSet) + { + if (m_IsInitialized) + { + return false; + } + + m_LazyBakingSet = bakingSet; + return true; + } + + /// + /// Set the scheduled BakingSet if it exists. + /// + /// Returns true if the scheduling is executed. + internal bool ProcessScheduledBakingSet() + { + if (m_LazyBakingSet == null) + { + return false; + } + + SetActiveBakingSet(m_LazyBakingSet); + m_LazyBakingSet = null; + + return true; + } + /// /// Loads the baking set the given scene is part of if it exists. /// @@ -877,6 +911,11 @@ public void SetActiveBakingSet(ProbeVolumeBakingSet bakingSet) if (m_CurrentBakingSet == bakingSet) return; + if (ScheduleBakingSet(bakingSet)) + { + return; + } + foreach (var data in perSceneDataList) data.QueueSceneRemoval(); @@ -1015,6 +1054,8 @@ public void Initialize(in ProbeVolumeSystemParameters parameters) foreach (var data in perSceneDataList) data.Initialize(); + + ProcessScheduledBakingSet(); } /// diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.cs index 1a967f1dbd6..a6a719f22d1 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.cs @@ -6,7 +6,7 @@ namespace UnityEngine.Rendering /// /// A marker to determine what area of the scene is considered by the Probe Volumes system /// - [CoreRPHelpURL("probevolumes-settings#probe-volume-properties", "com.unity.render-pipelines.high-definition")] + [CoreRPHelpURL("probevolumes-options-override-reference", "com.unity.render-pipelines.high-definition")] [ExecuteAlways] [AddComponentMenu("Rendering/Adaptive Probe Volume")] public partial class ProbeVolume : MonoBehaviour diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.Editor.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.Editor.cs index 0ff45e67338..3b52d8fa485 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.Editor.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.Editor.cs @@ -560,9 +560,9 @@ internal void EnsurePerSceneData(Scene scene, string sceneGUID) } } - internal SceneBakeData GetSceneBakeData(string sceneGUID) + internal SceneBakeData GetSceneBakeData(string sceneGUID, bool addIfMissing = true) { - if (!m_SceneBakeData.TryGetValue(sceneGUID, out var bakeData)) + if (!m_SceneBakeData.TryGetValue(sceneGUID, out var bakeData) && addIfMissing) { if (m_SceneGUIDs.Contains(sceneGUID)) m_SceneBakeData[sceneGUID] = bakeData = new SceneBakeData(); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs index 17e19c83793..d37cd5090f6 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs @@ -668,18 +668,45 @@ NativeArray RequestScratchBuffer(int size) } } + private unsafe bool FileExists(string path) + { + // Can't use System.IO.File.Exists as it doesn't work with compressed streaming assets folder (iOS, Android) + FileInfoResult infoResult; + ReadHandle h = AsyncReadManager.GetFileInfo(path, &infoResult); + h.JobHandle.Complete(); + return infoResult.FileState == FileState.Exists; + } + // Load from disk all data related to the required cells only. // This allows us to avoid loading the whole file in memory which could be a huge spike for multi scene setups. unsafe NativeArray LoadStreambleAssetData(ProbeVolumeStreamableAsset asset, List cellIndices) where T : struct { if (!m_UseStreamingAsset) { - // Only when not using Streaming Asset is this reference valid. Debug.Assert(asset.asset != null); return asset.asset.GetData().Reinterpret(1); } else { + if (!FileExists(asset.GetAssetPath())) + { + asset.RefreshAssetPath(); + if (!FileExists(asset.GetAssetPath())) + { + // If we can't load from StreamingAssets, but we have a valid asset reference, try to use the asset reference instead. + if (asset.HasValidAssetReference()) + { + return asset.asset.GetData().Reinterpret(1); + } + else + { + Debug.LogAssertion($"File {asset.GetAssetPath()} does not exist on disk. If you are trying to load Adaptive Probe Volumes from AssetBundles or Addressables, " + + "tick the \"Probe Volume Disable Streaming Assets\" project setting in the Graphics tab when building the Player."); + return default; + } + } + } + // Prepare read commands. // Reallocate read commands buffer if needed. if (!m_ReadCommandBuffer.IsCreated || m_ReadCommandBuffer.Length < cellIndices.Count) diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeGIContributor.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeGIContributor.cs index 54b467918eb..83e44b9319c 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeGIContributor.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeGIContributor.cs @@ -390,10 +390,14 @@ public GIContributors FilterLayerMaskOnly(LayerMask layerMask) var filteredPrototypes = new List(); foreach (var treeProto in terrain.treePrototypes) { - int treeProtoLayerMask = 1 << treeProto.component.gameObject.layer; + // check if the mesh renderer exists + if (treeProto.component != null) + { + int treeProtoLayerMask = 1 << treeProto.component.gameObject.layer; - if ((treeProtoLayerMask & layerMask) != 0) - filteredPrototypes.Add(treeProto); + if ((treeProtoLayerMask & layerMask) != 0) + filteredPrototypes.Add(treeProto); + } } var terrainContrib = new TerrainContributor() diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs index 639f3087436..4fc973f5ecb 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumePerSceneData.cs @@ -78,7 +78,7 @@ internal void QueueSceneLoading() #if UNITY_EDITOR // Check if we are trying to load APV data for a scene which has not enabled APV (or it was removed) - var bakedData = serializedBakingSet.GetSceneBakeData(sceneGUID); + var bakedData = serializedBakingSet.GetSceneBakeData(sceneGUID, addIfMissing: false); if (bakedData != null && bakedData.hasProbeVolume == false) return; #endif @@ -97,9 +97,10 @@ void OnEnable() { #if UNITY_EDITOR // In the editor, always refresh the GUID as it may become out of date is scene is duplicated or other weird things - // This field is serialized, so it will be available in standalones, where it can't change anymore + // This field is serialized, so it will be available in standalones, where it can't change anymore. + // Only change the GUID if the new one is valid. var newGUID = gameObject.scene.GetGUID(); - if (newGUID != sceneGUID) + if (newGUID != sceneGUID && new GUID(newGUID) != default) { sceneGUID = newGUID; EditorUtility.SetDirty(this); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeScratchBufferPool.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeScratchBufferPool.cs index bdee7c19097..f5404a10aec 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeScratchBufferPool.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeScratchBufferPool.cs @@ -232,6 +232,12 @@ public bool AllocateScratchBuffer(int chunkCount, out CellStreamingScratchBuffer public void ReleaseScratchBuffer(CellStreamingScratchBuffer scratchBuffer) { + if (scratchBuffer.chunkSize != chunkSize) + { + scratchBuffer.Dispose(); + return; + } + s_ChunkCount = scratchBuffer.chunkCount; var pool = m_Pools.Find((o) => o.chunkCount == s_ChunkCount); Debug.Assert(pool != null); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeStreamableAsset.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeStreamableAsset.cs index e3806ed3f96..c21c10b4f2c 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeStreamableAsset.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeStreamableAsset.cs @@ -66,9 +66,16 @@ public string GetAssetPath() return m_FinalAssetPath; } + internal bool HasValidAssetReference() + { + return m_Asset != null && m_Asset.bytes != null; + } + unsafe public bool FileExists() { #if UNITY_EDITOR + if (HasValidAssetReference()) + return true; if (File.Exists(GetAssetPath())) return true; // File may not exist if it was moved, refresh path in this case diff --git a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareCommonSRP.cs b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareCommonSRP.cs index 49c57b5e4a6..20ecdb6bd7a 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareCommonSRP.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/LensFlareCommonSRP.cs @@ -6,8 +6,17 @@ namespace UnityEngine.Rendering { /// - /// Common code for all Data-Driven Lens Flare used + /// Provides methods for implementing lens flares in a render pipeline. /// + /// + /// The High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP) use this class for their lens flare implementation. The class supports both screen space lens flares and quad-based lens flares. + /// You must call the methods of `LensFlareCommonSRP` at several places inside the Scriptable Render Pipeline (SRP). At minimum, you must call the method. + /// You can use any of these methods in a `Monobehaviour` script. + /// + /// . + /// + /// Note that only one `LensFlareCommonSRP` can be alive at any point. To call members of this class, use the property. + /// public sealed class LensFlareCommonSRP { private static LensFlareCommonSRP m_Instance = null; @@ -38,7 +47,7 @@ internal LensFlareCompInfo(int idx, LensFlareComponentSRP cmp) private static List m_AvailableIndicies = new List(); /// - /// Max lens-flares-with-occlusion supported + /// Defines how many lens flare with occlusion are supported in the view at any time. /// public static int maxLensFlareWithOcclusion = 128; @@ -103,30 +112,47 @@ private LensFlareCommonSRP() { } - private static readonly bool s_SupportsLensFlare16bitsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, GraphicsFormatUsage.Render); - private static readonly bool s_SupportsLensFlare32bitsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R32_SFloat, GraphicsFormatUsage.Render); + static readonly bool s_SupportsLensFlare16bitsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, GraphicsFormatUsage.Render); + static readonly bool s_SupportsLensFlare32bitsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R32_SFloat, GraphicsFormatUsage.Render); + static readonly bool s_SupportsLensFlare16bitsFormatWithLoadStore = SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, GraphicsFormatUsage.LoadStore); + static readonly bool s_SupportsLensFlare32bitsFormatWithLoadStore = SystemInfo.IsFormatSupported(GraphicsFormat.R32_SFloat, GraphicsFormatUsage.LoadStore); - /// - /// Check if we can use an OcclusionRT - /// - /// return true if we can have the OcclusionRT - static public bool IsOcclusionRTCompatible() + // UUM-91313: Some Android Vulkan devices (Adreno 540) don't support R16_SFloat with GraphicsFormatUsage.LoadStore, + // which is required when creating a render texture with enableRandomWrite flag. Random writes are only needed by + // the merge step (compute shader using the texture as UAV), so we enable the flag only if merging is enabled. + static bool requireOcclusionRTRandomWrite => mergeNeeded > 0; + + static bool CheckOcclusionBasedOnDeviceType() { #if UNITY_SERVER return false; #else - return SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES3 && - SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLCore && - SystemInfo.graphicsDeviceType != GraphicsDeviceType.Null && - SystemInfo.graphicsDeviceType != GraphicsDeviceType.WebGPU && - (s_SupportsLensFlare16bitsFormat || s_SupportsLensFlare32bitsFormat); //Caching this, because SupportsRenderTextureFormat allocates memory. Go figure. + return SystemInfo.graphicsDeviceType != GraphicsDeviceType.Null && + SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES3 && + SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLCore && + SystemInfo.graphicsDeviceType != GraphicsDeviceType.WebGPU; #endif } + /// + /// Check if we can create OcclusionRT texture to be used as render target + /// + /// Returns true if a supported format is found + public static bool IsOcclusionRTCompatible() + { + if (requireOcclusionRTRandomWrite) + { + return CheckOcclusionBasedOnDeviceType() && + (s_SupportsLensFlare16bitsFormatWithLoadStore || s_SupportsLensFlare32bitsFormatWithLoadStore); + } + return CheckOcclusionBasedOnDeviceType() && + (s_SupportsLensFlare16bitsFormat || s_SupportsLensFlare32bitsFormat); + } + static GraphicsFormat GetOcclusionRTFormat() { // SystemInfo.graphicsDeviceType == {GraphicsDeviceType.Direct3D12, GraphicsDeviceType.GameCoreXboxSeries, GraphicsDeviceType.XboxOneD3D12, GraphicsDeviceType.PlayStation5, ...} - if (s_SupportsLensFlare16bitsFormat) + if (requireOcclusionRTRandomWrite ? s_SupportsLensFlare16bitsFormatWithLoadStore : s_SupportsLensFlare16bitsFormat) return GraphicsFormat.R16_SFloat; else // Needed a R32_SFloat for Metal or/and DirectX < 11.3 @@ -134,8 +160,11 @@ static GraphicsFormat GetOcclusionRTFormat() } /// - /// Initialization function which must be called by the SRP. + /// Initializes the lens flares. You must call this method. /// + /// + /// You usually call `Initialize` in the constructor. + /// static public void Initialize() { frameIdx = 0; @@ -150,16 +179,19 @@ static public void Initialize() width: maxLensFlareWithOcclusion, height: Mathf.Max(mergeNeeded * (maxLensFlareWithOcclusionTemporalSample + 1), 1), format: GetOcclusionRTFormat(), - slices: TextureXR.slices, - enableRandomWrite: true, + slices: TextureXR.slices, + enableRandomWrite: requireOcclusionRTRandomWrite, dimension: TextureDimension.Tex2DArray); } } } /// - /// Disposal function, must be called by the SRP to release all internal textures. + /// Releases all internal textures. /// + /// + /// Usually, `Dispose` is called in the function. + /// static public void Dispose() { if (IsOcclusionRTCompatible()) @@ -173,8 +205,11 @@ static public void Dispose() } /// - /// Current unique instance + /// Current unique instance. /// + /// + /// Use this property to call other members of this class and make sure that only one lens flare system is running at any time. + /// public static LensFlareCommonSRP Instance { get @@ -196,9 +231,18 @@ public static LensFlareCommonSRP Instance private System.Collections.Generic.List Data { get { return LensFlareCommonSRP.m_Data; } } /// - /// Check if we have at least one Lens Flare added on the pool + /// Checks if at least one lens flare has been added to the pool. /// - /// true if no Lens Flare were added + /// + /// You can use this method to check if there are any lens flares to render before rendering the lens flares. + /// + /// + /// if (!LensFlareCommonSRP.Instance.IsEmpty()) + /// { + /// LensFlareCommonSRP.DoLensFlareDataDrivenCommon(...); + /// } + /// + /// `true` if no lens flare were added public bool IsEmpty() { return Data.Count == 0; @@ -217,8 +261,12 @@ int GetNextAvailableIndex() } /// - /// Add a new lens flare component on the pool. + /// Adds a new lens flare component for rendering. /// + /// + /// When is used, this method is called automatically when the lens flare is enabled. + /// You don't need to call this function unless you're manually removing lens flare data using . + /// /// The new data added public void AddData(LensFlareComponentSRP newData) { @@ -231,8 +279,11 @@ public void AddData(LensFlareComponentSRP newData) } /// - /// Remove a lens flare data which exist in the pool. + /// Removes a lens flare data from rendering. /// + /// + /// When is used, this method is called automatically when the lens flare is disabled. + /// /// The data which exist in the pool public void RemoveData(LensFlareComponentSRP data) { @@ -251,8 +302,44 @@ public void RemoveData(LensFlareComponentSRP data) /// - /// Attenuation by Light Shape for Point Light + /// Obtains the attenuation for a point light. /// + /// + /// This method can be used to help compute the light attenuation to pass to + /// + /// + /// + /// To handle more than one light type, write a dedicated function to compute the attenuation using these helpers + /// + /// + /// static float GetLensFlareLightAttenuation(Light light, Camera cam, Vector3 wo) + /// { + /// switch (light.type) + /// { + /// case LightType.Directional: + /// return LensFlareCommonSRP.ShapeAttenuationDirLight(light.transform.forward, cam.transform.forward); + /// case LightType.Point: + /// // Do nothing point are omnidirectional for the lens flare + /// return LensFlareCommonSRP.ShapeAttenuationPointLight(); + /// case LightType.Spot: + /// float innerSpotPercent01 = 1; + /// return LensFlareCommonSRP.ShapeAttenuationSpotConeLight(light.transform.forward, wo, light.spotAngle, light.innerSpotAngle / 180.0f); + /// case LightType.Pyramid: + /// return LensFlareCommonSRP.ShapeAttenuationSpotPyramidLight(light.transform.forward, wo); + /// case LightType.Box: + /// return LensFlareCommonSRP.ShapeAttenuationSpotBoxLight(light.transform.forward, wo); + /// case LightType.Rectangle: + /// return LensFlareCommonSRP.ShapeAttenuationAreaRectangleLight(light.transform.forward, wo); + /// case LightType.Tube: + /// float shapeWidth = 1; // Get this data from an external source if our render pipeline supports tube lights. + /// return LensFlareCommonSRP.ShapeAttenuationAreaTubeLight(light.transform.position, light.transform.right, shapeWidth, cam); + /// case LightType.Disc: + /// return LensFlareCommonSRP.ShapeAttenuationAreaDiscLight(light.transform.forward, wo); + /// default: throw new Exception($"GetLensFlareLightAttenuation HDLightType Unknown {typeof(LightType)}: {light.type}"); + /// } + /// } + /// + /// /// Attenuation Factor static public float ShapeAttenuationPointLight() { @@ -260,24 +347,96 @@ static public float ShapeAttenuationPointLight() } /// - /// Attenuation by Light Shape for Directional Light + /// Obtains the attenuation for a directional light. /// /// Forward Vector of Directional Light /// Vector pointing to the eye /// Attenuation Factor + /// + /// This method can be used to help compute the light attenuation to pass to + /// + /// + /// + /// To handle more than one light type, write a dedicated function to compute the attenuation using these helpers + /// + /// + /// static float GetLensFlareLightAttenuation(Light light, Camera cam, Vector3 wo) + /// { + /// switch (light.type) + /// { + /// case LightType.Directional: + /// return LensFlareCommonSRP.ShapeAttenuationDirLight(light.transform.forward, cam.transform.forward); + /// case LightType.Point: + /// // Do nothing point are omnidirectional for the lens flare + /// return LensFlareCommonSRP.ShapeAttenuationPointLight(); + /// case LightType.Spot: + /// float innerSpotPercent01 = 1; + /// return LensFlareCommonSRP.ShapeAttenuationSpotConeLight(light.transform.forward, wo, light.spotAngle, light.innerSpotAngle / 180.0f); + /// case LightType.Pyramid: + /// return LensFlareCommonSRP.ShapeAttenuationSpotPyramidLight(light.transform.forward, wo); + /// case LightType.Box: + /// return LensFlareCommonSRP.ShapeAttenuationSpotBoxLight(light.transform.forward, wo); + /// case LightType.Rectangle: + /// return LensFlareCommonSRP.ShapeAttenuationAreaRectangleLight(light.transform.forward, wo); + /// case LightType.Tube: + /// float shapeWidth = 1; // Get this data from an external source if our render pipeline supports tube lights. + /// return LensFlareCommonSRP.ShapeAttenuationAreaTubeLight(light.transform.position, light.transform.right, shapeWidth, cam); + /// case LightType.Disc: + /// return LensFlareCommonSRP.ShapeAttenuationAreaDiscLight(light.transform.forward, wo); + /// default: throw new Exception($"GetLensFlareLightAttenuation HDLightType Unknown {typeof(LightType)}: {light.type}"); + /// } + /// } + /// + /// static public float ShapeAttenuationDirLight(Vector3 forward, Vector3 wo) { return Mathf.Max(Vector3.Dot(-forward, wo), 0.0f); } /// - /// Attenuation by Light Shape for Spot Light with Cone Shape + /// Obtains the attenuation for a cone spot light. /// /// Forward Vector of Directional Light /// Vector pointing to the eye /// The angle of the light's spotlight cone in degrees. /// Get the inner spot radius between 0 and 1. /// Attenuation Factor + /// + /// This method can be used to help compute the light attenuation to pass to + /// + /// + /// + /// To handle more than one light type, write a dedicated function to compute the attenuation using these helpers + /// + /// + /// static float GetLensFlareLightAttenuation(Light light, Camera cam, Vector3 wo) + /// { + /// switch (light.type) + /// { + /// case LightType.Directional: + /// return LensFlareCommonSRP.ShapeAttenuationDirLight(light.transform.forward, cam.transform.forward); + /// case LightType.Point: + /// // Do nothing point are omnidirectional for the lens flare + /// return LensFlareCommonSRP.ShapeAttenuationPointLight(); + /// case LightType.Spot: + /// float innerSpotPercent01 = 1; + /// return LensFlareCommonSRP.ShapeAttenuationSpotConeLight(light.transform.forward, wo, light.spotAngle, light.innerSpotAngle / 180.0f); + /// case LightType.Pyramid: + /// return LensFlareCommonSRP.ShapeAttenuationSpotPyramidLight(light.transform.forward, wo); + /// case LightType.Box: + /// return LensFlareCommonSRP.ShapeAttenuationSpotBoxLight(light.transform.forward, wo); + /// case LightType.Rectangle: + /// return LensFlareCommonSRP.ShapeAttenuationAreaRectangleLight(light.transform.forward, wo); + /// case LightType.Tube: + /// float shapeWidth = 1; // Get this data from an external source if our render pipeline supports tube lights. + /// return LensFlareCommonSRP.ShapeAttenuationAreaTubeLight(light.transform.position, light.transform.right, shapeWidth, cam); + /// case LightType.Disc: + /// return LensFlareCommonSRP.ShapeAttenuationAreaDiscLight(light.transform.forward, wo); + /// default: throw new Exception($"GetLensFlareLightAttenuation HDLightType Unknown {typeof(LightType)}: {light.type}"); + /// } + /// } + /// + /// static public float ShapeAttenuationSpotConeLight(Vector3 forward, Vector3 wo, float spotAngle, float innerSpotPercent01) { float outerDot = Mathf.Max(Mathf.Cos(0.5f * spotAngle * Mathf.Deg2Rad), 0.0f); @@ -287,35 +446,143 @@ static public float ShapeAttenuationSpotConeLight(Vector3 forward, Vector3 wo, f } /// - /// Attenuation by Light Shape for Spot Light with Box Shape + /// Obtains the attenuation for a box spot light. /// /// Forward Vector of Directional Light /// Vector pointing to the eye /// Attenuation Factor + /// + /// This method can be used to help compute the light attenuation to pass to + /// + /// + /// + /// To handle more than one light type, write a dedicated function to compute the attenuation using these helpers + /// + /// + /// static float GetLensFlareLightAttenuation(Light light, Camera cam, Vector3 wo) + /// { + /// switch (light.type) + /// { + /// case LightType.Directional: + /// return LensFlareCommonSRP.ShapeAttenuationDirLight(light.transform.forward, cam.transform.forward); + /// case LightType.Point: + /// // Do nothing point are omnidirectional for the lens flare + /// return LensFlareCommonSRP.ShapeAttenuationPointLight(); + /// case LightType.Spot: + /// float innerSpotPercent01 = 1; + /// return LensFlareCommonSRP.ShapeAttenuationSpotConeLight(light.transform.forward, wo, light.spotAngle, light.innerSpotAngle / 180.0f); + /// case LightType.Pyramid: + /// return LensFlareCommonSRP.ShapeAttenuationSpotPyramidLight(light.transform.forward, wo); + /// case LightType.Box: + /// return LensFlareCommonSRP.ShapeAttenuationSpotBoxLight(light.transform.forward, wo); + /// case LightType.Rectangle: + /// return LensFlareCommonSRP.ShapeAttenuationAreaRectangleLight(light.transform.forward, wo); + /// case LightType.Tube: + /// float shapeWidth = 1; // Get this data from an external source if our render pipeline supports tube lights. + /// return LensFlareCommonSRP.ShapeAttenuationAreaTubeLight(light.transform.position, light.transform.right, shapeWidth, cam); + /// case LightType.Disc: + /// return LensFlareCommonSRP.ShapeAttenuationAreaDiscLight(light.transform.forward, wo); + /// default: throw new Exception($"GetLensFlareLightAttenuation HDLightType Unknown {typeof(LightType)}: {light.type}"); + /// } + /// } + /// + /// static public float ShapeAttenuationSpotBoxLight(Vector3 forward, Vector3 wo) { return Mathf.Max(Mathf.Sign(Vector3.Dot(forward, wo)), 0.0f); } /// - /// Attenuation by Light Shape for Spot Light with Pyramid Shape + /// Obtains the attenuation for a pyramid spot light. /// /// Forward Vector of Directional Light /// Vector pointing to the eye /// Attenuation Factor + /// + /// This method can be used to help compute the light attenuation to pass to + /// + /// + /// + /// To handle more than one light type, write a dedicated function to compute the attenuation using these helpers + /// + /// + /// static float GetLensFlareLightAttenuation(Light light, Camera cam, Vector3 wo) + /// { + /// switch (light.type) + /// { + /// case LightType.Directional: + /// return LensFlareCommonSRP.ShapeAttenuationDirLight(light.transform.forward, cam.transform.forward); + /// case LightType.Point: + /// // Do nothing point are omnidirectional for the lens flare + /// return LensFlareCommonSRP.ShapeAttenuationPointLight(); + /// case LightType.Spot: + /// float innerSpotPercent01 = 1; + /// return LensFlareCommonSRP.ShapeAttenuationSpotConeLight(light.transform.forward, wo, light.spotAngle, light.innerSpotAngle / 180.0f); + /// case LightType.Pyramid: + /// return LensFlareCommonSRP.ShapeAttenuationSpotPyramidLight(light.transform.forward, wo); + /// case LightType.Box: + /// return LensFlareCommonSRP.ShapeAttenuationSpotBoxLight(light.transform.forward, wo); + /// case LightType.Rectangle: + /// return LensFlareCommonSRP.ShapeAttenuationAreaRectangleLight(light.transform.forward, wo); + /// case LightType.Tube: + /// float shapeWidth = 1; // Get this data from an external source if our render pipeline supports tube lights. + /// return LensFlareCommonSRP.ShapeAttenuationAreaTubeLight(light.transform.position, light.transform.right, shapeWidth, cam); + /// case LightType.Disc: + /// return LensFlareCommonSRP.ShapeAttenuationAreaDiscLight(light.transform.forward, wo); + /// default: throw new Exception($"GetLensFlareLightAttenuation HDLightType Unknown {typeof(LightType)}: {light.type}"); + /// } + /// } + /// + /// static public float ShapeAttenuationSpotPyramidLight(Vector3 forward, Vector3 wo) { return ShapeAttenuationSpotBoxLight(forward, wo); } /// - /// Attenuation by Light Shape for Area Light with Tube Shape + /// Obtains the attenuation for a tube light. /// /// World Space position of the Light /// Vector pointing to the side (right or left) or the light /// Width (half extent) of the tube light /// Camera rendering the Tube Light /// Attenuation Factor + /// + /// This method can be used to help compute the light attenuation to pass to + /// + /// + /// + /// To handle more than one light type, write a dedicated function to compute the attenuation using these helpers + /// + /// + /// static float GetLensFlareLightAttenuation(Light light, Camera cam, Vector3 wo) + /// { + /// switch (light.type) + /// { + /// case LightType.Directional: + /// return LensFlareCommonSRP.ShapeAttenuationDirLight(light.transform.forward, cam.transform.forward); + /// case LightType.Point: + /// // Do nothing point are omnidirectional for the lens flare + /// return LensFlareCommonSRP.ShapeAttenuationPointLight(); + /// case LightType.Spot: + /// float innerSpotPercent01 = 1; + /// return LensFlareCommonSRP.ShapeAttenuationSpotConeLight(light.transform.forward, wo, light.spotAngle, light.innerSpotAngle / 180.0f); + /// case LightType.Pyramid: + /// return LensFlareCommonSRP.ShapeAttenuationSpotPyramidLight(light.transform.forward, wo); + /// case LightType.Box: + /// return LensFlareCommonSRP.ShapeAttenuationSpotBoxLight(light.transform.forward, wo); + /// case LightType.Rectangle: + /// return LensFlareCommonSRP.ShapeAttenuationAreaRectangleLight(light.transform.forward, wo); + /// case LightType.Tube: + /// float shapeWidth = 1; // Get this data from an external source if our render pipeline supports tube lights. + /// return LensFlareCommonSRP.ShapeAttenuationAreaTubeLight(light.transform.position, light.transform.right, shapeWidth, cam); + /// case LightType.Disc: + /// return LensFlareCommonSRP.ShapeAttenuationAreaDiscLight(light.transform.forward, wo); + /// default: throw new Exception($"GetLensFlareLightAttenuation HDLightType Unknown {typeof(LightType)}: {light.type}"); + /// } + /// } + /// + /// static public float ShapeAttenuationAreaTubeLight(Vector3 lightPositionWS, Vector3 lightSide, float lightWidth, Camera cam) { // Ref: https://hal.archives-ouvertes.fr/hal-02155101/document @@ -383,22 +650,94 @@ static float ShapeAttenuateForwardLight(Vector3 forward, Vector3 wo) } /// - /// Attenuation by Light Shape for Area Light with Rectangular Shape + /// Obtains the attenuation for a rectangle light. /// /// Forward Vector of Directional Light /// Vector pointing to the eye /// Attenuation Factor + /// + /// This method can be used to help compute the light attenuation to pass to + /// + /// + /// + /// To handle more than one light type, write a dedicated function to compute the attenuation using these helpers + /// + /// + /// static float GetLensFlareLightAttenuation(Light light, Camera cam, Vector3 wo) + /// { + /// switch (light.type) + /// { + /// case LightType.Directional: + /// return LensFlareCommonSRP.ShapeAttenuationDirLight(light.transform.forward, cam.transform.forward); + /// case LightType.Point: + /// // Do nothing point are omnidirectional for the lens flare + /// return LensFlareCommonSRP.ShapeAttenuationPointLight(); + /// case LightType.Spot: + /// float innerSpotPercent01 = 1; + /// return LensFlareCommonSRP.ShapeAttenuationSpotConeLight(light.transform.forward, wo, light.spotAngle, light.innerSpotAngle / 180.0f); + /// case LightType.Pyramid: + /// return LensFlareCommonSRP.ShapeAttenuationSpotPyramidLight(light.transform.forward, wo); + /// case LightType.Box: + /// return LensFlareCommonSRP.ShapeAttenuationSpotBoxLight(light.transform.forward, wo); + /// case LightType.Rectangle: + /// return LensFlareCommonSRP.ShapeAttenuationAreaRectangleLight(light.transform.forward, wo); + /// case LightType.Tube: + /// float shapeWidth = 1; // Get this data from an external source if our render pipeline supports tube lights. + /// return LensFlareCommonSRP.ShapeAttenuationAreaTubeLight(light.transform.position, light.transform.right, shapeWidth, cam); + /// case LightType.Disc: + /// return LensFlareCommonSRP.ShapeAttenuationAreaDiscLight(light.transform.forward, wo); + /// default: throw new Exception($"GetLensFlareLightAttenuation HDLightType Unknown {typeof(LightType)}: {light.type}"); + /// } + /// } + /// + /// static public float ShapeAttenuationAreaRectangleLight(Vector3 forward, Vector3 wo) { return ShapeAttenuateForwardLight(forward, wo); } /// - /// Attenuation by Light Shape for Area Light with Disc Shape + /// Obtains the attenuation for a disc light. /// /// Forward Vector of Directional Light /// Vector pointing to the eye /// Attenuation Factor + /// + /// This method can be used to help compute the light attenuation to pass to + /// + /// + /// + /// To handle more than one light type, write a dedicated function to compute the attenuation using these helpers + /// + /// + /// static float GetLensFlareLightAttenuation(Light light, Camera cam, Vector3 wo) + /// { + /// switch (light.type) + /// { + /// case LightType.Directional: + /// return LensFlareCommonSRP.ShapeAttenuationDirLight(light.transform.forward, cam.transform.forward); + /// case LightType.Point: + /// // Do nothing point are omnidirectional for the lens flare + /// return LensFlareCommonSRP.ShapeAttenuationPointLight(); + /// case LightType.Spot: + /// float innerSpotPercent01 = 1; + /// return LensFlareCommonSRP.ShapeAttenuationSpotConeLight(light.transform.forward, wo, light.spotAngle, light.innerSpotAngle / 180.0f); + /// case LightType.Pyramid: + /// return LensFlareCommonSRP.ShapeAttenuationSpotPyramidLight(light.transform.forward, wo); + /// case LightType.Box: + /// return LensFlareCommonSRP.ShapeAttenuationSpotBoxLight(light.transform.forward, wo); + /// case LightType.Rectangle: + /// return LensFlareCommonSRP.ShapeAttenuationAreaRectangleLight(light.transform.forward, wo); + /// case LightType.Tube: + /// float shapeWidth = 1; // Get this data from an external source if our render pipeline supports tube lights. + /// return LensFlareCommonSRP.ShapeAttenuationAreaTubeLight(light.transform.position, light.transform.right, shapeWidth, cam); + /// case LightType.Disc: + /// return LensFlareCommonSRP.ShapeAttenuationAreaDiscLight(light.transform.forward, wo); + /// default: throw new Exception($"GetLensFlareLightAttenuation HDLightType Unknown {typeof(LightType)}: {light.type}"); + /// } + /// } + /// + /// static public float ShapeAttenuationAreaDiscLight(Vector3 forward, Vector3 wo) { return ShapeAttenuateForwardLight(forward, wo); @@ -420,7 +759,7 @@ static bool IsLensFlareSRPHidden(Camera cam, LensFlareComponentSRP comp, LensFla } /// - /// Compute internal parameters needed to render single flare + /// Computes the internal parameters needed to render a single flare. /// /// The screen position of the flare. /// The scale of translation applied to the flare. @@ -512,8 +851,11 @@ static Vector3 WorldToViewportDistance(Camera cam, Vector3 positionWS) } /// - /// Check if at least one LensFlareComponentSRP request occlusion from background clouds + /// Checks if at least one `LensFlareComponentSRP` requests occlusion from environment effects. /// + /// + /// Environment occlusion can be enabled by setting to true. + /// /// Camera /// true if cloud occlusion is requested static public bool IsCloudLayerOpacityNeeded(Camera cam) @@ -594,9 +936,9 @@ static bool IsCurrentPrefabLensFlareComponent(GameObject go, LensFlareComponentS #endif /// - /// Effective Job of drawing the set of Lens Flare registered + /// Renders the set of lens flare registered. /// - /// Lens Flare material (HDRP or URP shader) + /// lens flare material (HDRP or URP shader) /// Camera /// XR Infos /// Index of the SinglePass XR @@ -646,9 +988,9 @@ static public void ComputeOcclusion(Material lensFlareShader, Camera cam, XRPass } /// - /// Effective Job of drawing the set of Lens Flare registered + /// Renders the set of lens flare registered. /// - /// Lens Flare material (HDRP or URP shader) + /// lens flare material (HDRP or URP shader) /// Camera /// XRPass data. /// XR multipass ID. @@ -684,9 +1026,9 @@ static public void ComputeOcclusion(Material lensFlareShader, Camera cam, XRPass } /// - /// Effective Job of drawing the set of Lens Flare registered + /// Renders the set of lens flare registered. /// - /// Lens Flare material (HDRP or URP shader) + /// lens flare material (HDRP or URP shader) /// Camera /// XRPass data. /// XR multipass ID. @@ -741,9 +1083,9 @@ static bool ForceSingleElement(LensFlareDataElementSRP element) } /// - /// Effective Job of drawing the set of Lens Flare registered + /// Computes the occlusion of lens flare using the depth buffer and additional occlusion textures if not null. /// - /// Lens Flare material (HDRP or URP shader) + /// Lens flare material (HDRP or URP shader) /// Camera /// XRPass data. /// XR multipass ID. @@ -977,8 +1319,11 @@ static public void ComputeOcclusion(Material lensFlareShader, Camera cam, XRPass } /// - /// Function that process a single element of a LensFlareDataSRP, this function is used on scene/game view and on the inspector for the thumbnail. + /// Renders a single element of a LensFlareDataSRP, this function is used on scene/game view and on the inspector for the thumbnail. /// + /// + /// Can be used to draw aa single lens flare for editor or preview purpose. + /// /// Single LensFlare asset we need to process. /// Command Buffer. /// Color Modulation from Component? @@ -987,7 +1332,7 @@ static public void ComputeOcclusion(Material lensFlareShader, Camera cam, XRPass /// Scale from component /// Shader used on URP or HDRP. /// Screen Position - /// Allow Lens Flare offscreen + /// Allow lens flare offscreen /// Screen Ratio /// _FlareData1 used internally by the shader. /// true if we are on preview on the inspector @@ -1322,9 +1667,9 @@ static void ProcessLensFlareSRPElements(ref LensFlareDataElementSRP[] elements, } /// - /// Effective Job of drawing the set of Lens Flare registered + /// Renders the set of lens flare registered. /// - /// Lens Flare material (HDRP or URP shader) + /// Lens flare material (HDRP or URP shader) /// Camera /// Viewport used for rendering and XR applied. /// XRPass data. @@ -1356,7 +1701,7 @@ static void ProcessLensFlareSRPElements(ref LensFlareDataElementSRP[] elements, /// ShaderID for the FlareData2 /// ShaderID for the FlareData3 /// ShaderID for the FlareData4 - /// Debug View which setup black background to see only Lens Flare + /// Debug View which setup black background to see only lens flare [Obsolete("Use DoLensFlareDataDrivenCommon without _FlareOcclusionRemapTex.._FlareData4 parameters.")] static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera cam, Rect viewport, XRPass xr, int xrIndex, float actualWidth, float actualHeight, @@ -1387,9 +1732,12 @@ static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera } /// - /// Effective Job of drawing the set of Lens Flare registered + /// Renders all visible lens flares. /// - /// Lens Flare material (HDRP or URP shader) + /// + /// Call this function during the post processing phase of the Render Pipeline. + /// + /// Lens flare material (HDRP or URP shader) /// Camera /// Viewport used for rendering and XR applied. /// XRPass data. @@ -1409,7 +1757,7 @@ static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera /// Sun Occlusion Texture from VolumetricCloud on HDRP or null /// Source Render Target which contains the Color Buffer /// Delegate to which return return the Attenuation of the light based on their shape which uses the functions ShapeAttenuation...(...), must reimplemented per SRP - /// Debug View which setup black background to see only Lens Flare + /// Debug View which setup black background to see only lens flare static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera cam, Rect viewport, XRPass xr, int xrIndex, float actualWidth, float actualHeight, bool usePanini, float paniniDistance, float paniniCropToFit, @@ -1436,9 +1784,9 @@ static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera } /// - /// Effective Job of drawing the set of Lens Flare registered + /// Renders the set of lens flare registered. /// - /// Lens Flare material (HDRP or URP shader) + /// Lens flare material (HDRP or URP shader) /// Camera /// Viewport used for rendering and XR applied. /// XRPass data. @@ -1470,7 +1818,7 @@ static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera /// ShaderID for the FlareData2 /// ShaderID for the FlareData3 /// ShaderID for the FlareData4 - /// Debug View which setup black background to see only Lens Flare + /// Debug View which setup black background to see only lens flare [Obsolete("Use DoLensFlareDataDrivenCommon without _FlareOcclusionRemapTex.._FlareData4 parameters.")] static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera cam, Rect viewport, XRPass xr, int xrIndex, float actualWidth, float actualHeight, @@ -1501,9 +1849,12 @@ static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera } /// - /// Effective Job of drawing the set of Lens Flare registered + /// Renders all visible lens flares. /// - /// Lens Flare material (HDRP or URP shader) + /// + /// Call this function during the post processing phase of the Render Pipeline. + /// + /// Lens flare material (HDRP or URP shader) /// Camera /// Viewport used for rendering and XR applied. /// XRPass data. @@ -1523,7 +1874,7 @@ static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera /// Sun Occlusion Texture from VolumetricCloud on HDRP or null /// Source Render Target which contains the Color Buffer /// Delegate to which return return the Attenuation of the light based on their shape which uses the functions ShapeAttenuation...(...), must reimplemented per SRP - /// Debug View which setup black background to see only Lens Flare + /// Debug View which setup black background to see only lens flare static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera cam, Rect viewport, XRPass xr, int xrIndex, float actualWidth, float actualHeight, bool usePanini, float paniniDistance, float paniniCropToFit, @@ -1739,9 +2090,12 @@ static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera } /// - /// Effective Job of drawing Lens Flare Screen Space. + /// Renders the screen space lens flare effect. /// - /// Lens Flare material (HDRP or URP shader) + /// + /// Call this function during the post processing of the render pipeline after the bloom. + /// + /// Lens flare material (HDRP or URP shader) /// Camera /// Width actually used for rendering after dynamic resolution and XR is applied. /// Height actually used for rendering after dynamic resolution and XR is applied. @@ -1757,7 +2111,7 @@ static public void DoLensFlareDataDrivenCommon(Material lensFlareShader, Camera /// streaksIntensity, streaksLength, streaksOrientation, streaksThreshold /// downsampleStreak, warpedFlareScaleX, warpedFlareScaleY, freeSlot /// UnsafeCommandBuffer - /// Result RT for the Lens Flare Screen Space + /// Result RT for the lens flare Screen Space /// Information if we are in debug mode or not static public void DoLensFlareScreenSpaceCommon( Material lensFlareShader, @@ -1801,9 +2155,12 @@ static public void DoLensFlareScreenSpaceCommon( } /// - /// Effective Job of drawing Lens Flare Screen Space. + /// Renders the screen space lens flare effect. /// - /// Lens Flare material (HDRP or URP shader) + /// + /// Call this function during the post processing of the render pipeline after the bloom. + /// + /// Lens flare material (HDRP or URP shader) /// Camera /// Width actually used for rendering after dynamic resolution and XR is applied. /// Height actually used for rendering after dynamic resolution and XR is applied. @@ -1819,7 +2176,7 @@ static public void DoLensFlareScreenSpaceCommon( /// streaksIntensity, streaksLength, streaksOrientation, streaksThreshold /// downsampleStreak, warpedFlareScaleX, warpedFlareScaleY, freeSlot /// Command Buffer - /// Result RT for the Lens Flare Screen Space + /// Result RT for the lens flare Screen Space /// ShaderID for the original bloom texture /// ShaderID for the LensFlareScreenSpaceResultTexture texture /// ShaderID for the LensFlareScreenSpaceSpectralLut texture @@ -1886,9 +2243,12 @@ static public void DoLensFlareScreenSpaceCommon( } /// - /// Effective Job of drawing Lens Flare Screen Space. + /// Renders the screen space lens flare effect. /// - /// Lens Flare material (HDRP or URP shader) + /// + /// Call this function during the post processing of the render pipeline after the bloom. + /// + /// Lens flare material (HDRP or URP shader) /// Camera /// Width actually used for rendering after dynamic resolution and XR is applied. /// Height actually used for rendering after dynamic resolution and XR is applied. @@ -1904,7 +2264,7 @@ static public void DoLensFlareScreenSpaceCommon( /// streaksIntensity, streaksLength, streaksOrientation, streaksThreshold /// downsampleStreak, warpedFlareScaleX, warpedFlareScaleY, freeSlot /// Command Buffer - /// Result RT for the Lens Flare Screen Space + /// Result RT for the lens flare Screen Space /// Information if we are in debug mode or not static public void DoLensFlareScreenSpaceCommon( Material lensFlareShader, diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.Debug.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.Debug.cs index 25c61409a1c..c3d6ec3dd89 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.Debug.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.Debug.cs @@ -164,6 +164,22 @@ internal void GenerateNativeCompilerDebugData(ref RenderGraph.DebugData debugDat resourceWriteLists[pair].Add(renderGraphPass.index); } } + foreach (var read in renderGraphPass.transientResourceList[type]) + { + if (read.type == (RenderGraphResourceType)type && read.index == resIndex) + { + // Transient resources are assumed to be read and write + + var pair = ((RenderGraphResourceType)type, resIndex); + if (!resourceReadLists.ContainsKey(pair)) + resourceReadLists[pair] = new List(); + resourceReadLists[pair].Add(renderGraphPass.index); + + if (!resourceWriteLists.ContainsKey(pair)) + resourceWriteLists[pair] = new List(); + resourceWriteLists[pair].Add(renderGraphPass.index); + } + } } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs index dbcaca53392..62fa39fd787 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs @@ -375,6 +375,19 @@ void CullUnusedRenderPasses() // Remove the connections from the list so they won't be visited again if (pass.culled) { + // If the culled pass was supposed to generate the latest version of a given resource, + // we need to decrement the latestVersionNumber of this resource + // because its last version will never be created due to its producer being culled + foreach (ref readonly var output in pass.Outputs(ctx)) + { + var outputResource = output.resource; + bool isOutputLastVersion = (outputResource.version == ctx.UnversionedResourceData(outputResource).latestVersionNumber); + + if (isOutputLastVersion) + ctx.UnversionedResourceData(outputResource).latestVersionNumber--; + } + + // Notifying the versioned resources that this pass is no longer reading them foreach (ref readonly var input in pass.Inputs(ctx)) { var inputResource = input.resource; @@ -578,10 +591,14 @@ void FindResourceUsageRanges() if (pass.waitOnGraphicsFencePassId == -1) { ref var pointToVer = ref ctx.VersionedResourceData(inputResource); - ref var wPass = ref ctx.passData.ElementAt(pointToVer.writePassId); - if (wPass.asyncCompute != pass.asyncCompute) + // If no RG pass writes to the resource, no need to wait for anyone + if (pointToVer.written) { - pass.waitOnGraphicsFencePassId = wPass.passId; + ref var wPass = ref ctx.passData.ElementAt(pointToVer.writePassId); + if (wPass.asyncCompute != pass.asyncCompute) + { + pass.waitOnGraphicsFencePassId = wPass.passId; + } } } } @@ -1276,6 +1293,11 @@ private void ExecuteDestroyResource(InternalRenderGraphContext rgContext, Render { using (new ProfilingScope(ProfilingSampler.Get(NativeCompilerProfileId.NRPRGComp_ExecuteDestroyResources))) { + // Unsafe pass might soon use temporary render targets, + // users can also use temporary data in their render graph execute nodes using public RenderGraphObjectPool API + // In both cases, we need to release these resources after the node execution + rgContext.renderGraphPool.ReleaseAllTempAlloc(); + if (pass.type == RenderGraphPassType.Raster && pass.nativePassIndex >= 0) { // For raster passes we need to destroy resources after all the subpasses at the end of the native renderpass @@ -1309,7 +1331,7 @@ private void ExecuteDestroyResource(InternalRenderGraphContext rgContext, Render } } - internal unsafe void SetRandomWriteTarget(in CommandBuffer cmd, RenderGraphResourceRegistry resources, int index, ResourceHandle resource, bool preserveCounterValue = true) + internal unsafe void ExecuteSetRandomWriteTarget(in CommandBuffer cmd, RenderGraphResourceRegistry resources, int index, ResourceHandle resource, bool preserveCounterValue = true) { if (resource.type == RenderGraphResourceType.Texture) { @@ -1416,7 +1438,7 @@ public void ExecuteGraph(InternalRenderGraphContext rgContext, RenderGraphResour } var nrpBegan = false; - if (isRaster == true && pass.mergeState <= PassMergeState.Begin) + if (isRaster && pass.mergeState <= PassMergeState.Begin) { if (pass.nativePassIndex >= 0) { @@ -1446,7 +1468,7 @@ public void ExecuteGraph(InternalRenderGraphContext rgContext, RenderGraphResour { foreach (var randomWriteAttachment in pass.RandomWriteTextures(contextData)) { - SetRandomWriteTarget(rgContext.cmd, resources, randomWriteAttachment.index, randomWriteAttachment.resource); + ExecuteSetRandomWriteTarget(rgContext.cmd, resources, randomWriteAttachment.index, randomWriteAttachment.resource); } } @@ -1492,14 +1514,16 @@ public void ExecuteGraph(InternalRenderGraphContext rgContext, RenderGraphResour rgContext.cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled); } + rgContext.cmd.EndRenderPass(); + CommandBuffer.ThrowOnSetRenderTarget = false; + inRenderPass = false; + + // VRS ShadingRate(Image) cannot be set inside a render pass (cmdBuf). + // ShadingRate is set before BeginRenderPass and here we ResetShadingRate after EndRenderPass. if (nativePass.hasShadingRateStates || nativePass.hasShadingRateImage) { rgContext.cmd.ResetShadingRate(); } - - rgContext.cmd.EndRenderPass(); - CommandBuffer.ThrowOnSetRenderTarget = false; - inRenderPass = false; } } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs index f82c151f6b7..2b303faf6ee 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs @@ -4,6 +4,7 @@ using Unity.Collections.LowLevel.Unsafe; using UnityEngine.Rendering; using System.Collections.Generic; +using Unity.Collections; namespace UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler { @@ -621,6 +622,32 @@ public NativePassData(ref PassData pass, CompilerContextData ctx) TryMergeNativeSubPass(ctx, ref this, ref pass); } + // Gets the best SubPassFlag for a pass that originally had no depth attachment, that we want to merge with this pass. + public SubPassFlags GetSubPassFlagForMerging() + { + // We should not be calling this method if native pass doesn't have depth. + if (hasDepth == false) + { + throw new Exception("SubPassFlag for merging can not be determined if native pass doesn't have a depth attachment"); + } + + // Only do this for mobile using Vulkan. +#if (PLATFORM_ANDROID) + if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Vulkan) + { + // Depth attachment is always at index 0. + return (fragments[0].accessFlags.HasFlag(AccessFlags.Write)) ? SubPassFlags.None : SubPassFlags.ReadOnlyDepth; + } + else + { + return SubPassFlags.ReadOnlyDepth; + } +#else + // By default flag this subpass as ReadOnlyDepth. + return SubPassFlags.ReadOnlyDepth; +#endif + } + public void Clear() { firstGraphPass = 0; @@ -646,7 +673,9 @@ public readonly ReadOnlySpan GraphPasses(CompilerContextData ctx) return ctx.passData.MakeReadOnlySpan(firstGraphPass, numGraphPasses); } - var actualPasses = new PassData[numGraphPasses]; + var actualPasses = + new NativeArray(numGraphPasses, Allocator.Temp, + NativeArrayOptions.UninitializedMemory); for (int i = firstGraphPass, index = 0; i < lastGraphPass + 1; ++i) { @@ -870,11 +899,11 @@ static bool CanMergeNativeSubPass(CompilerContextData contextData, NativePassDat // nextSubpass is expensive on some platforms (even if its' essentially a no-op as it's using the same attachments). SubPassFlags flags = SubPassFlags.None; - // If depth ends up being bound only because of merging we explicitly say that we will not write to it - // which could have been implied by leaving the flag to None + // If depth ends up being bound only because of merging if (!passToMerge.fragmentInfoHasDepth && nativePass.hasDepth) { - flags = SubPassFlags.ReadOnlyDepth; + // Set SubPassFlags to best match the pass we are trying to merge with + flags = nativePass.GetSubPassFlagForMerging(); } // MRT attachments @@ -986,11 +1015,11 @@ public static void TryMergeNativeSubPass(CompilerContextData contextData, ref Na return; } - // If depth ends up being bound only because of merging we explicitly say that we will not write to it - // which could have been implied by leaving the flag to None + // If depth ends up being bound only because of merging if (!passToMerge.fragmentInfoHasDepth && nativePass.hasDepth) { - desc.flags = SubPassFlags.ReadOnlyDepth; + // Set SubPassFlags to best match the pass we are trying to merge with + desc.flags = nativePass.GetSubPassFlagForMerging(); } // MRT attachments @@ -1120,11 +1149,11 @@ static void UpdateNativeSubPassesAttachments(CompilerContextData contextData, re ref var nativeSubPassDescriptor = ref contextData.nativeSubPassData.ElementAt(lastVisitedNativeSubpassIdx); - // If depth ends up being bound only because of merging we explicitly say that we will not write to it - // which could have been implied by leaving the flag to None + // If depth ends up being bound only because of merging if (!currGraphPass.fragmentInfoHasDepth && nativePass.hasDepth) { - nativeSubPassDescriptor.flags = SubPassFlags.ReadOnlyDepth; + // Set SubPassFlags to best match the pass we are trying to merge with + nativeSubPassDescriptor.flags = nativePass.GetSubPassFlagForMerging(); } // MRT attachments @@ -1216,13 +1245,19 @@ public static PassBreakAudit TryMerge(CompilerContextData contextData, int activ ref var existingAttach = ref nativePass.fragments[i]; if (PassFragmentData.SameSubResource(existingAttach, newAttach)) { - // Update the attached version access flags and version - existingAttach.accessFlags |= newAttach.accessFlags; + var newAttachAccessFlags = newAttach.accessFlags; + // If the existing attachment accessFlag has Discard flag, remove Read flag from newAttach flags, as the content has not to be Loaded + if (existingAttach.accessFlags.HasFlag(AccessFlags.Discard)) + newAttachAccessFlags = newAttachAccessFlags & ~AccessFlags.Read; + + existingAttach.accessFlags |= newAttachAccessFlags; + #if DEVELOPMENT_BUILD || UNITY_EDITOR if (existingAttach.resource.version > newAttach.resource.version) throw new Exception("Adding an older version while a higher version is already registered with the pass."); #endif - existingAttach.resource.version = newAttach.resource.version; + var prevAttachRes = existingAttach.resource; + existingAttach.resource = new ResourceHandle(prevAttachRes, newAttach.resource.version); alreadyAttached = true; break; } @@ -1243,13 +1278,19 @@ public static PassBreakAudit TryMerge(CompilerContextData contextData, int activ ref var existingAttach = ref nativePass.fragments[i]; if (PassFragmentData.SameSubResource(existingAttach, newAttach)) { - // Update the attached version access flags and version - existingAttach.accessFlags |= newAttach.accessFlags; + var newAttachAccessFlags = newAttach.accessFlags; + // If the existing attachment accessFlag has Discard flag, remove Read flag from newAttach flags, as the content has not to be Loaded + if (existingAttach.accessFlags.HasFlag(AccessFlags.Discard)) + newAttachAccessFlags = newAttachAccessFlags & ~AccessFlags.Read; + + existingAttach.accessFlags |= newAttachAccessFlags; + #if DEVELOPMENT_BUILD || UNITY_EDITOR if (existingAttach.resource.version > newAttach.resource.version) throw new Exception("Adding an older version while a higher version is already registered with the pass."); #endif - existingAttach.resource.version = newAttach.resource.version; + var prevAttachRes = existingAttach.resource; + existingAttach.resource = new ResourceHandle(prevAttachRes, newAttach.resource.version); alreadyAttached = true; break; } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/ResourcesData.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/ResourcesData.cs index fba9b1f2320..23381fe193e 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/ResourcesData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/ResourcesData.cs @@ -30,7 +30,7 @@ internal struct ResourceUnversionedData public readonly int volumeDepth; public readonly int msaaSamples; - public readonly int latestVersionNumber; + public int latestVersionNumber; // mostly readonly, can be decremented only if all passes using the last version are culled public readonly bool clear; // graph.m_Resources.GetTextureResourceDesc(fragment.resource).clearBuffer; public readonly bool discard; // graph.m_Resources.GetTextureResourceDesc(fragment.resource).discardBuffer; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Debug/DebugDisplaySettingsRenderGraph.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Debug/DebugDisplaySettingsRenderGraph.cs index b65e9c77d3c..1e26f847bdb 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Debug/DebugDisplaySettingsRenderGraph.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Debug/DebugDisplaySettingsRenderGraph.cs @@ -18,6 +18,7 @@ public DebugDisplaySettingsRenderGraph() } [DisplayInfo(name = "Render Graph", order = 10)] + [CurrentPipelineHelpURL(pageName: "features/rendering-debugger-reference", pageHash: "render-graph")] private class SettingsPanel : DebugDisplaySettingsPanel { public override string PanelName => "Render Graph"; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs index 657f382b9c5..129e1d53150 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs @@ -525,6 +525,8 @@ public void Cleanup() nativeCompiler?.contextData?.Dispose(); m_CompilationCache?.Clear(); + + DelegateHashCodeUtils.ClearCache(); } internal RenderGraphDebugParams debugParams => m_DebugParameters; @@ -1353,7 +1355,7 @@ public void EndProfilingSampler(ProfilingSampler sampler, internal DynamicArray GetCompiledPassInfos() { return m_CurrentCompiledGraph.compiledPassInfos; } // Internal for testing purpose only - internal void ClearCompiledGraph() + internal void ClearCurrentCompiledGraph() { ClearCompiledGraph(m_CurrentCompiledGraph, false); } @@ -2559,7 +2561,7 @@ void GenerateCompilerDebugData(ref DebugData debugData) newPass.syncFromPassIndex = passInfo.syncFromPassIndex; newPass.syncToPassIndex = passInfo.syncToPassIndex; - DebugData.s_PassScriptMetadata.TryGetValue(pass.name, out newPass.scriptInfo); + DebugData.s_PassScriptMetadata.TryGetValue(pass, out newPass.scriptInfo); for (int type = 0; type < (int)RenderGraphResourceType.Count; ++type) { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphDefaultResources.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphDefaultResources.cs index fed5297b1be..2ac5a1ad1d6 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphDefaultResources.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphDefaultResources.cs @@ -38,7 +38,7 @@ internal RenderGraphDefaultResources() { m_BlackTexture2D = RTHandles.Alloc(Texture2D.blackTexture); m_WhiteTexture2D = RTHandles.Alloc(Texture2D.whiteTexture); - m_ShadowTexture2D = RTHandles.Alloc(1, 1, Experimental.Rendering.GraphicsFormat.D32_SFloat, isShadowMap: true, name: "DefaultShadowTexture"); + m_ShadowTexture2D = RTHandles.Alloc(1, 1, CoreUtils.GetDefaultDepthStencilFormat(), isShadowMap: true, name: "DefaultShadowTexture"); } internal void Cleanup() diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphGlobalSettings.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphGlobalSettings.cs index 8dbdd727f0f..8e142638c05 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphGlobalSettings.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphGlobalSettings.cs @@ -3,8 +3,33 @@ namespace UnityEngine.Rendering { /// - /// Render Graph global settings class. + /// A graphics settings container for settings related to the Render Graph for all Scriptable Render Pipelines. /// + /// + /// To change those settings, go to Editor > Project Settings in the Graphics tab. + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// + /// + /// This example demonstrates how to determine if your project uses RenderGraph's compilation caching. + /// + /// using UnityEngine.Rendering; + /// + /// public static class RenderGraphHelper + /// { + /// public static bool enableCompilationCaching + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<RenderGraphGlobalSettings>(); + /// if (gs == null) //not in SRP + /// return false; + /// return gs.enableCompilationCaching; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline] [Categorization.CategoryInfo(Name = "Render Graph", Order = 50)] diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphObjectPool.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphObjectPool.cs index 2f97dbe7db7..13146be82f2 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphObjectPool.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphObjectPool.cs @@ -110,7 +110,12 @@ internal void ReleaseAllTempAlloc() m_AllocatedMaterialPropertyBlocks.Clear(); } - + + internal bool IsEmpty() + { + return m_AllocatedArrays.Count == 0 && m_AllocatedMaterialPropertyBlocks.Count == 0; + } + // Regular pooling API. Only internal use for now internal T Get() where T : class, new() { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs index 5e602e26f6a..33736468871 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphPass.cs @@ -127,7 +127,15 @@ public bool HasRenderAttachments() [MethodImpl(MethodImplOptions.AggressiveInlining)] public bool IsTransient(in ResourceHandle res) { - return transientResourceList[res.iType].Contains(res); + // Versioning doesn't matter much for transient resources as they are only used within a single pass + for (int i = 0; i < transientResourceList[res.iType].Count; i++) + { + if (transientResourceList[res.iType][i].index == res.index) + { + return true; + } + } + return false; } [MethodImpl(MethodImplOptions.AggressiveInlining)] @@ -342,7 +350,6 @@ public void SetDepthBufferRaw(in TextureHandle resource, AccessFlags accessFlags #endif } - // Here we want to keep computation to a minimum and only hash what will influence NRP compiler: Pass merging, load/store actions etc. [MethodImpl(MethodImplOptions.AggressiveInlining)] void ComputeTextureHash(ref HashFNV1A32 generator, in ResourceHandle handle, RenderGraphResourceRegistry resources) @@ -353,9 +360,12 @@ void ComputeTextureHash(ref HashFNV1A32 generator, in ResourceHandle handle, Ren if (resources.IsRenderGraphResourceImported(handle)) { var res = resources.GetTextureResource(handle); - if (res.graphicsResource.externalTexture != null) // External texture + var graphicsResource = res.graphicsResource; + ref var desc = ref res.desc; + + var externalTexture = graphicsResource.externalTexture; + if (externalTexture != null) // External texture { - var externalTexture = res.graphicsResource.externalTexture; generator.Append((int) externalTexture.graphicsFormat); generator.Append((int) externalTexture.dimension); generator.Append(externalTexture.width); @@ -363,27 +373,26 @@ void ComputeTextureHash(ref HashFNV1A32 generator, in ResourceHandle handle, Ren if (externalTexture is RenderTexture externalRT) generator.Append(externalRT.antiAliasing); } - else if (res.graphicsResource.rt != null) // Regular RTHandle + else if (graphicsResource.rt != null) // Regular RTHandle { - var rt = res.graphicsResource.rt; + var rt = graphicsResource.rt; generator.Append((int) rt.graphicsFormat); generator.Append((int) rt.dimension); generator.Append(rt.antiAliasing); - if (res.graphicsResource.useScaling) - if (res.graphicsResource.scaleFunc != null) - generator.Append(res.graphicsResource.scaleFunc); + if (graphicsResource.useScaling) + if (graphicsResource.scaleFunc != null) + generator.Append(DelegateHashCodeUtils.GetFuncHashCode(graphicsResource.scaleFunc)); else - generator.Append(res.graphicsResource.scaleFactor); + generator.Append(graphicsResource.scaleFactor); else { generator.Append(rt.width); generator.Append(rt.height); } } - else if (res.graphicsResource.nameID != default) // External RTI + else if (graphicsResource.nameID != default) // External RTI { // The only info we have is from the provided desc upon importing. - ref var desc = ref res.desc; generator.Append((int) desc.format); generator.Append((int) desc.dimension); generator.Append((int) desc.msaaSamples); @@ -392,8 +401,8 @@ void ComputeTextureHash(ref HashFNV1A32 generator, in ResourceHandle handle, Ren } // Add the clear/discard buffer flags to the hash (used in all the cases above) - generator.Append(res.desc.clearBuffer); - generator.Append(res.desc.discardBuffer); + generator.Append(desc.clearBuffer); + generator.Append(desc.discardBuffer); } else { @@ -413,11 +422,20 @@ void ComputeTextureHash(ref HashFNV1A32 generator, in ResourceHandle handle, Ren generator.Append(desc.scale); break; case TextureSizeMode.Functor: - generator.Append(desc.func); + generator.Append(DelegateHashCodeUtils.GetFuncHashCode(desc.func)); break; } } } + + [MethodImpl(MethodImplOptions.AggressiveInlining)] + static void ComputeHashForTextureAccess(ref HashFNV1A32 generator, in ResourceHandle handle, in TextureAccess textureAccess) + { + generator.Append(handle.index); + generator.Append((int) textureAccess.flags); + generator.Append(textureAccess.mipLevel); + generator.Append(textureAccess.depthSlice); + } // This function is performance sensitive. // Avoid mass function calls to get the hashCode and compute locally instead. @@ -493,22 +511,27 @@ public void ComputeHash(ref HashFNV1A32 generator, RenderGraphResourceRegistry r for (int resType = 0; resType < (int)RenderGraphResourceType.Count; resType++) { var resourceReads = resourceReadLists[resType]; - for (int i = 0; i < resourceReads.Count; ++i) + var resourceReadsCount = resourceReads.Count; + for (int i = 0; i < resourceReadsCount; ++i) generator.Append(resourceReads[i].index); var resourceWrites = resourceWriteLists[resType]; - for (int i = 0; i < resourceWrites.Count; ++i) + var resourceWritesCount = resourceWrites.Count; + for (int i = 0; i < resourceWritesCount; ++i) generator.Append(resourceWrites[i].index); var resourceTransient = transientResourceList[resType]; - for (int i = 0; i < resourceTransient.Count; ++i) + var resourceTransientCount = resourceTransient.Count; + for (int i = 0; i < resourceTransientCount; ++i) generator.Append(resourceTransient[i].index); } - for (int i = 0; i < usedRendererListList.Count; ++i) + var usedRendererListListCount = usedRendererListList.Count; + for (int i = 0; i < usedRendererListListCount; ++i) generator.Append(usedRendererListList[i].handle); - for (int i = 0; i < setGlobalsList.Count; ++i) + var setGlobalsListCount = setGlobalsList.Count; + for (int i = 0; i < setGlobalsListCount; ++i) { var global = setGlobalsList[i]; generator.Append(global.Item1.handle.index); @@ -516,7 +539,8 @@ public void ComputeHash(ref HashFNV1A32 generator, RenderGraphResourceRegistry r } generator.Append(useAllGlobalTextures); - for (int i = 0; i < implicitReadsList.Count; ++i) + var implicitReadsListCount = implicitReadsList.Count; + for (int i = 0; i < implicitReadsListCount; ++i) generator.Append(implicitReadsList[i].index); generator.Append(GetRenderFuncHash()); @@ -559,15 +583,6 @@ public void SetShadingRateCombiner(ShadingRateCombinerStage stage, ShadingRateCo } } } - - [MethodImpl(MethodImplOptions.AggressiveInlining)] - static void ComputeHashForTextureAccess(ref HashFNV1A32 generator, in ResourceHandle handle, in TextureAccess textureAccess) - { - generator.Append(handle.index); - generator.Append((int) textureAccess.flags); - generator.Append(textureAccess.mipLevel); - generator.Append(textureAccess.depthSlice); - } } // This used to have an extra generic argument 'RenderGraphContext' abstracting the context and avoiding @@ -608,7 +623,7 @@ public override bool HasRenderFunc() [MethodImpl(MethodImplOptions.AggressiveInlining)] public override int GetRenderFuncHash() { - return renderFunc != null ? HashFNV1A32.GetFuncHashCode(renderFunc) : 0; + return renderFunc != null ? DelegateHashCodeUtils.GetFuncHashCode(renderFunc) : 0; } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourcePool.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourcePool.cs index 9e916c8ddbe..bae48e7d305 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourcePool.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourcePool.cs @@ -20,7 +20,7 @@ abstract class RenderGraphResourcePool : IRenderGraphResourcePool where Ty protected Dictionary> m_ResourcePool = new Dictionary>(); // This list allows us to determine if all resources were correctly released in the frame when validity checks are enabled. - // This is useful to warn in case of user error or avoid leaks when a render graph execution errors occurs for example. + // This is useful to warn in case of user error or avoid leaks when a render graph execution error occurs for example. List<(int, Type)> m_FrameAllocatedResources = new List<(int, Type)>(); const int kStaleResourceLifetime = 10; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceTexture.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceTexture.cs index ec00acf40ae..f92ae931493 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceTexture.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceTexture.cs @@ -414,7 +414,7 @@ public override int GetHashCode() break; case TextureSizeMode.Functor: if (func != null) - hashCode.Append(func); + hashCode.Append(DelegateHashCodeUtils.GetFuncHashCode(func)); break; case TextureSizeMode.Scale: hashCode.Append(scale); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs index df4c4ccc562..4fa36d7a241 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResources.cs @@ -13,7 +13,9 @@ internal enum RenderGraphResourceType Count } - internal struct ResourceHandle : IEquatable + // For performance reasons, ResourceHandle is readonly. + // To update an existing instance with a new version, recreate it using its copy constructor + internal readonly struct ResourceHandle : IEquatable { // Note on handles validity. // PassData classes used during render graph passes are pooled and because of that, when users don't fill them completely, @@ -24,9 +26,10 @@ internal struct ResourceHandle : IEquatable const uint kValidityMask = 0xFFFF0000; const uint kIndexMask = 0xFFFF; - uint m_Value; - int m_Version; // A freshly created resource always starts at version 0 the first write should bring it to v1 - + private readonly uint m_Value; + private readonly int m_Version; + private readonly RenderGraphResourceType m_Type; + static uint s_CurrentValidBit = 1 << 16; static uint s_SharedResourceValidBit = 0x7FFF << 16; @@ -44,23 +47,25 @@ public int version { [MethodImpl(MethodImplOptions.AggressiveInlining)] get { return m_Version; } + } + public RenderGraphResourceType type + { [MethodImpl(MethodImplOptions.AggressiveInlining)] - set { m_Version = value; } + get { return m_Type; } } - public RenderGraphResourceType type { get; private set; } internal ResourceHandle(int value, RenderGraphResourceType type, bool shared) { Debug.Assert(value <= 0xFFFF); m_Value = ((uint)value & kIndexMask) | (shared ? s_SharedResourceValidBit : s_CurrentValidBit); - this.type = type; - this.m_Version = -1; + m_Type = type; + m_Version = -1; } internal ResourceHandle(in ResourceHandle h, int version) { this.m_Value = h.m_Value; - this.type = h.type; + this.m_Type = h.type; this.m_Version = version; } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Settings/IncludeRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.core/Runtime/Settings/IncludeRenderPipelineAsset.cs index 4474d014f2c..03eb7a2e02e 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Settings/IncludeRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Settings/IncludeRenderPipelineAsset.cs @@ -3,9 +3,39 @@ namespace UnityEngine.Rendering { /// - /// Define the RPAsset inclusion at build time, for your pipeline. - /// Default: only RPAsset in QualitySettings are embedded on build + /// A graphics settings container for settings related to additional inclusion at build time. /// + /// + /// These settings are not editable through the editor's UI but can be changed through the API for advanced usage. + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// By default, only RPAsset, in Quality Settings, is embedded in the build. This allows you to add assets. + /// Add any render pipeline assets you use in your project either through this or directly in Quality Settings. They contain data listing what resources need to be embedded in the build. + /// It is highly recommended not to change it unless you know what you are doing. Otherwise, this may lead to unexpected changes in your Player. + /// + /// + /// + /// Here is an example of how to determine what label to use to embed additional assets. + /// + /// using UnityEngine.Rendering; + /// + /// public static class RPAssetIncludedHelper + /// { + /// public static string label + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<IncludeAdditionalRPAssets>(); + /// if (gs == null) //not in SRP + /// return null; + /// if (!gs.includeAssetsByLabel) + /// return null; + /// return gs.labelToInclude; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline] [Categorization.CategoryInfo(Name = "H: RP Assets Inclusion", Order = 990), HideInInspector] diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Settings/ShaderStrippingSetting.cs b/Packages/com.unity.render-pipelines.core/Runtime/Settings/ShaderStrippingSetting.cs index 8625c4d095c..72910851581 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Settings/ShaderStrippingSetting.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Settings/ShaderStrippingSetting.cs @@ -21,8 +21,33 @@ public enum ShaderVariantLogLevel } /// - /// Class that stores shader stripping settings shared between all pipelines + /// This is a Graphics Settings container for settings related to shader stripping for all scriptable render pipelines. /// + /// + /// To change those settings, go to Editor > Project Settings in the Graphics tab. + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// + /// + /// Here is an example of how to check if your project strips variant shaders when building a Player using URP. + /// + /// using UnityEngine.Rendering; + /// + /// public static class ShaderStrippingHelper + /// { + /// public static bool exportLog + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<ShaderStrippingSetting>(); + /// if (gs == null) //not in any SRP + /// return false; + /// return gs.exportShaderVariants; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline] [Categorization.CategoryInfo(Name = "Additional Shader Stripping Settings", Order = 40)] @@ -38,7 +63,7 @@ internal enum Version : int [SerializeField] [HideInInspector] private Version m_Version = Version.Initial; - /// Current version. + /// Current version of the settings container. Used only for project upgrades. public int version => (int)m_Version; #endregion diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs index 27d7fa2be8d..1013ff02985 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs @@ -13,6 +13,19 @@ namespace UnityEngine.Rendering /// /// Various blit (texture copy) utilities for the Scriptable Render Pipelines. /// + /// + /// The Blitter class works on textures and targets identified with , + /// but most importantly with . This enables + /// copying to / from textures managed by the . + /// + /// To use the Blitter functionality in the context of custom Scriptable Render Pipelines, you must first create + /// a blit shader that implements various passes covering the blit variants. To facilitate this, you can create a + /// modified version of the Universal Render Pipeline CoreBlit.shader as displayed in the documentation of the + /// method. + /// + /// Prior to using the Blitter, you must call once. When the render pipeline is to + /// be disposed, you must call the method to dispose of resources created by the Blitter. + /// public static class Blitter { static Material s_Copy; @@ -43,6 +56,7 @@ static class BlitShaderIDs } // This enum needs to be in sync with the shader pass names and indices of the Blit.shader in every pipeline. + // Keep in sync also with the documentation for the Initialize method below. enum BlitShaderPassNames { Nearest = 0, @@ -83,10 +97,51 @@ enum BlitColorAndDepthPassNames static int[] s_BlitColorAndDepthShaderPassIndicesMap; /// - /// Initialize Blitter resources. Must be called once before any use + /// Initializes the Blitter resources. This must be called once before any use. /// - /// Blit shader - /// Blit shader + /// The shader to use when using the blitting / copying methods which operate only on color. + /// The shader to use when using the BlitColorAndDepth methods which operate on both color and depth. + /// + /// Shaders sent to the blitPS parameter should support multiple passes with the corresponding name: + /// + /// Nearest + /// Bilinear + /// NearestQuad + /// BilinearQuad + /// NearestQuadPadding + /// BilinearQuadPadding + /// NearestQuadPaddingRepeat + /// BilinearQuadPaddingRepeat + /// BilinearQuadPaddingOctahedral + /// NearestQuadPaddingAlphaBlend + /// BilinearQuadPaddingAlphaBlend + /// NearestQuadPaddingAlphaBlendRepeat + /// BilinearQuadPaddingAlphaBlendRepeat + /// BilinearQuadPaddingAlphaBlendOctahedral + /// CubeToOctahedral + /// CubeToOctahedralLuminance + /// CubeToOctahedralAlpha + /// CubeToOctahedralRed + /// BilinearQuadLuminance + /// BilinearQuadAlpha + /// BilinearQuadRed + /// NearestCubeToOctahedralPadding + /// BilinearCubeToOctahedralPadding + /// + /// Basic vertex and fragment shader functions are available in Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl for each of these pass types. + /// Similarly, the shaders for the blitColorAndDepthPS parameter should support two passes with these names: + /// + /// ColorOnly + /// ColorAndDepth + /// + /// + /// + /// Blit color shader for URP which implements all the above passes with a user defined FragmentURPBlit fragment function to support debug passes + /// and color space conversion. + /// + /// Blit color and depth shader for URP. + /// + /// public static void Initialize(Shader blitPS, Shader blitColorAndDepthPS) { if (s_Blit != null) @@ -207,7 +262,7 @@ static Vector2[] GetQuadTexCoord() } /// - /// Release Blitter resources. + /// Releases all the internal Blitter resources. Must be called when the Blitter object is to be disposed. /// public static void Cleanup() { @@ -228,11 +283,12 @@ public static void Cleanup() } /// - /// Returns the default blit material. + /// Returns the default blit material constructed from the blit shader passed as the first argument of + /// the method. /// /// Dimension of the texture to blit, either 2D or 2D Array. /// Blit only a single slice of the array if applicable. - /// The default blit material for specified arguments. + /// The default blit material for the specified arguments. static public Material GetBlitMaterial(TextureDimension dimension, bool singleSlice = false) { var material = (dimension == TextureDimension.Tex2DArray) @@ -288,7 +344,7 @@ internal static bool CanCopyMSAA() } /// - /// Copy a texture to another texture using framebuffer fetch. + /// Copies a texture to another texture using framebuffer fetch. /// /// Command Buffer used for rendering. internal static void CopyTexture(RasterCommandBuffer cmd, bool isMSAA) @@ -297,10 +353,10 @@ internal static void CopyTexture(RasterCommandBuffer cmd, bool isMSAA) } /// - /// Blit a RTHandle texture. + /// Blits a RTHandle texture. /// /// Command Buffer used for rendering. - /// Source RTHandle. + /// RTHandle of the source texture to copy from. /// Scale and bias for sampling the input texture. /// Mip level to blit from source. /// Source texture slice index. @@ -311,10 +367,10 @@ internal static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 sca } /// - /// Blit a RTHandle texture. + /// Blits a RTHandle texture. /// /// Command Buffer used for rendering. - /// Source RTHandle. + /// RTHandle of the source texture to copy from. /// Scale and bias for sampling the input texture. /// Mip level to blit from source. /// Source texture slice index. @@ -326,26 +382,81 @@ internal static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 sca } /// - /// Blit a RTHandle texture. + /// Adds in a a command to copy an XR compatible texture identified by its into + /// the currently bound render target's color buffer. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Scale and bias for sampling the input texture. - /// Mip level to blit. - /// Enable bilinear filtering. + /// + /// Copying is performed using the blit shader passed as the first argument of + /// the method. + /// + /// This overload is meant for textures and render targets which depend on XR output modes by proper handling, when + /// necessary, of left / right eye data copying. This generally correspond to textures which represent full screen + /// + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// Scale and bias for sampling the source texture. + /// Mip level of the source texture to copy from. + /// Enable bilinear filtering when copying. + /// + /// + /// public static void BlitTexture(RasterCommandBuffer cmd, RTHandle source, Vector4 scaleBias, float mipLevel, bool bilinear) { BlitTexture(cmd.m_WrappedCommandBuffer, source, scaleBias, mipLevel, bilinear); } /// - /// Blit a RTHandle texture. + /// Adds in a a command to copy an XR compatible texture identified by its into + /// the currently bound render target's color buffer. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Scale and bias for sampling the input texture. - /// Mip level to blit. - /// Enable bilinear filtering. + /// + /// Copying is performed using the blit shader passed as the first argument of + /// the method. + /// + /// This overload is meant for textures and render targets which depend on XR output modes by proper handling, when + /// necessary, of left / right eye data copying. This generally correspond to textures which represent full screen + /// data that may differ between eyes. + /// + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// Scale and bias for sampling the source texture. + /// Mip level of the source texture to copy from. + /// Enable bilinear filtering when copying. + /// + /// + /// public static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 scaleBias, float mipLevel, bool bilinear) { s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevel); @@ -353,26 +464,74 @@ public static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 scale } /// - /// Blit a RTHandle texture 2D. + /// Adds in a a command to copy a texture identified by its into + /// the currently bound render target's color buffer. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Scale and bias for sampling the input texture. - /// Mip level to blit. - /// Enable bilinear filtering. + /// + /// Copying is performed using the blit shader passed as the first argument of + /// the method. + /// + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// Scale and bias for sampling the source texture. + /// Mip level of the source texture to copy from. + /// Enable bilinear filtering when copying. + /// + /// + /// public static void BlitTexture2D(RasterCommandBuffer cmd, RTHandle source, Vector4 scaleBias, float mipLevel, bool bilinear) { BlitTexture2D(cmd.m_WrappedCommandBuffer, source, scaleBias, mipLevel, bilinear); } /// - /// Blit a RTHandle texture 2D. + /// Adds in a a command to copy a texture identified by its into + /// the currently bound render target's color buffer. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Scale and bias for sampling the input texture. - /// Mip level to blit. - /// Enable bilinear filtering. + /// + /// Copying is performed using the blit shader passed as the first argument of + /// the method. + /// + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// Scale and bias for sampling the source texture. + /// Mip level of the source texture to copy from. + /// Enable bilinear filtering when copying. + /// + /// + /// public static void BlitTexture2D(CommandBuffer cmd, RTHandle source, Vector4 scaleBias, float mipLevel, bool bilinear) { s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevel); @@ -380,28 +539,90 @@ public static void BlitTexture2D(CommandBuffer cmd, RTHandle source, Vector4 sca } /// - /// Blit a 2D texture and depth buffer. + /// Adds in a a command to copy two XR compatible color and depth textures into + /// the currently bound render target's respective color and depth buffer. /// - /// Command Buffer used for rendering. - /// Source Texture for color. - /// Source RenderTexture for depth. - /// Scale and bias for sampling the input texture. - /// Mip level to blit. - /// Enable depth blit. + /// + /// Although the depth render texture can be passed as a parameter, the copying of the depth information is + /// optional and must be enabled with the blitDepth parameter. + /// The copying is done using the blitColorAndDepth shader passed as the second argument of + /// the method. + /// + /// This overload is meant for textures and render targets which depend on XR output modes by proper handling, when + /// necessary, of left / right eye data copying. This generally corresponds to textures which represent full screen + /// data that may differ between eyes. + /// + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// Source color texture to copy from. + /// Source depth render texture to copy from. + /// Scale and bias for sampling the source texture. + /// Mip level of the source texture to copy from. + /// Enable copying of the source depth texture. + /// + /// + /// public static void BlitColorAndDepth(RasterCommandBuffer cmd, Texture sourceColor, RenderTexture sourceDepth, Vector4 scaleBias, float mipLevel, bool blitDepth) { BlitColorAndDepth(cmd.m_WrappedCommandBuffer, sourceColor, sourceDepth, scaleBias, mipLevel, blitDepth); } /// - /// Blit a 2D texture and depth buffer. + /// Adds in a a command to copy two XR compatible color and depth textures into + /// the currently bound render target's respective color and depth buffer. /// - /// Command Buffer used for rendering. - /// Source Texture for color. - /// Source RenderTexture for depth. - /// Scale and bias for sampling the input texture. - /// Mip level to blit. - /// Enable depth blit. + /// + /// Although the depth render texture can be passed as a parameter, the copying of the depth information is + /// optional and must be enabled with the blitDepth parameter. + /// The copying is done using the blitColorAndDepth shader passed as the second argument of + /// the method. + /// + /// This overload is meant for textures and render targets which depend on XR output modes by proper handling, when + /// necessary, of left / right eye data copying. This generally corresponds to textures which represent full screen + /// data that may differ between eyes. + /// + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// Source color texture to copy from. + /// Source depth render texture to copy from. + /// Scale and bias for sampling the source texture. + /// Mip level of the source texture to copy from. + /// Enable copying of the source depth texture. + /// + /// + /// public static void BlitColorAndDepth(CommandBuffer cmd, Texture sourceColor, RenderTexture sourceDepth, Vector4 scaleBias, float mipLevel, bool blitDepth) { s_PropertyBlock.SetFloat(BlitShaderIDs._BlitMipLevel, mipLevel); @@ -413,26 +634,72 @@ public static void BlitColorAndDepth(CommandBuffer cmd, Texture sourceColor, Ren } /// - /// Blit a RTHandle texture + /// Adds in a a command to copy a texture identified by its into + /// the currently bound render target's color buffer, using a user material and specific shader pass. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Scale and bias for sampling the input texture. - /// Material to invoke when blitting. - /// Pass idx within the material to invoke. + /// + /// The source texture will be bound to the "_BlitTexture" shader property. + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// Scale and bias for sampling the source texture. + /// The material to use for writing to the destination target. + /// The index of the pass to use in the material's shader. + /// + /// + /// public static void BlitTexture(RasterCommandBuffer cmd, RTHandle source, Vector4 scaleBias, Material material, int pass) { BlitTexture(cmd.m_WrappedCommandBuffer, source, scaleBias, material, pass); } /// - /// Blit a RTHandle texture + /// Adds in a a command to copy a texture identified by its into + /// the currently bound render target's color buffer, using a user material and specific shader pass. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Scale and bias for sampling the input texture. - /// Material to invoke when blitting. - /// Pass idx within the material to invoke. + /// + /// The source texture will be bound to the "_BlitTexture" shader property. + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// Scale and bias for sampling the source texture. + /// The material to use for writing to the destination target. + /// The index of the pass to use in the material's shader. + /// + /// + /// public static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 scaleBias, Material material, int pass) { s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBias); @@ -441,26 +708,72 @@ public static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 scale } /// - /// Blit a RTHandle texture + /// Adds in a a command to copy a texture identified by its RenderTargetIdentifier into + /// the currently bound render target's color buffer, using a user material and specific shader pass. /// - /// Command Buffer used for rendering. - /// Source render target. - /// Scale and bias for sampling the input texture. - /// Material to invoke when blitting. - /// Pass idx within the material to invoke. + /// + /// The source texture will be bound to the "_BlitTexture" shader property. + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// RenderTargetIdentifier of the source texture to copy from. + /// Scale and bias for sampling the source texture. + /// The material to use for writing to the destination target. + /// The index of the pass to use in the material's shader. + /// + /// + /// public static void BlitTexture(RasterCommandBuffer cmd, RenderTargetIdentifier source, Vector4 scaleBias, Material material, int pass) { BlitTexture(cmd.m_WrappedCommandBuffer, source, scaleBias, material, pass); } /// - /// Blit a RTHandle texture + /// Adds in a a command to copy a texture identified by its RenderTargetIdentifier into + /// the currently bound render target's color buffer, using a user material and specific shader pass. /// - /// Command Buffer used for rendering. - /// Source render target. - /// Scale and bias for sampling the input texture. - /// Material to invoke when blitting. - /// Pass idx within the material to invoke. + /// + /// The source texture will be bound to the "_BlitTexture" shader property. + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// RenderTargetIdentifier of the source texture to copy from. + /// Scale and bias for sampling the source texture. + /// The material to use for writing to the destination target. + /// The index of the pass to use in the material's shader. + /// + /// + /// public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, Vector4 scaleBias, Material material, int pass) { s_PropertyBlock.Clear(); @@ -472,13 +785,28 @@ public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, } /// - /// Blit a Texture with a specified material. The reference name "_BlitTexture" will be used to bind the input texture. + /// Adds in a a command to copy a texture identified by its RenderTargetIdentifier into + /// a destination render target, using a user material and specific shader pass. /// - /// Command Buffer used for rendering. - /// Source render target. - /// Destination render target. - /// Material to invoke when blitting. - /// Pass idx within the material to invoke. + /// + /// he source texture will be bound to the "_BlitTexture" shader property. + /// + /// This overload is equivalent + /// to + /// with the loadAction set to and the storeAction set to . + /// + /// Command Buffer used for recording the action. + /// RenderTargetIdentifier of the source texture to copy from. + /// RenderTargetIdentifier of the destination render target to copy to. + /// The material to use for writing to the destination target. + /// The index of the pass to use in the material's shader. + /// + /// + /// public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int pass) { s_PropertyBlock.Clear(); @@ -491,15 +819,27 @@ public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, } /// - /// Blit a Texture with a specified material. The reference name "_BlitTexture" will be used to bind the input texture. + /// Adds in a a command to copy a texture identified by its RenderTargetIdentifier into + /// a destination render target, using a user material, specific shader pass and specific load / store actions. /// - /// Command Buffer used for rendering. - /// Source render target. - /// Destination render target. - /// Load action. - /// Store action. - /// Material to invoke when blitting. - /// Pass idx within the material to invoke. + /// + /// The source texture will be bound to the "_BlitTexture" shader property. + /// + /// Command Buffer used for recording the action. + /// RenderTargetIdentifier of the source texture to copy from. + /// RenderTargetIdentifier of the destination render target to copy to. + /// Load action to perform on the destination render target prior to the copying. + /// Store action to perform on the destination render target after the copying. + /// The material to use for writing to the destination target. + /// The index of the pass to use in the material's shader. + /// + /// + /// public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, RenderBufferLoadAction loadAction, RenderBufferStoreAction storeAction, Material material, int pass) { s_PropertyBlock.Clear(); @@ -512,25 +852,32 @@ public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, } /// - /// Blit a quad with a given Material. Set the destination parameter before using this method. + /// Adds in a a command to draw a full screen quad, using a user material and specific shader pass. /// - /// Command Buffer used for rendering. - /// Scale and bias values for sampling the input texture. - /// Material to invoke when blitting. - /// Pass index within the Material to invoke. + /// + /// This method gives you freedom on how to write your blit shader by just taking a material, assumed to + /// be properly configured with input textures already bound to the material. In this method, the "_BlitScaleBias" shader + /// property will be set on the material to the scaleBias parameter, prior to the draw. + /// + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// Scale and bias for sampling the source texture. + /// The material to use for writing to the destination target. + /// The index of the pass to use in the material's shader. public static void BlitTexture(CommandBuffer cmd, Vector4 scaleBias, Material material, int pass) { s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBias); DrawTriangle(cmd, material, pass); } + /// /// - /// Blit a quad with a given Material. Set the destination parameter before using this method. + /// Adds in a a command to draw a full screen quad, using a user material and specific shader pass. /// - /// Command Buffer used for rendering. - /// Scale and bias values for sampling the input texture. - /// Material to invoke when blitting. - /// Pass index within the Material to invoke. public static void BlitTexture(RasterCommandBuffer cmd, Vector4 scaleBias, Material material, int pass) { s_PropertyBlock.SetVector(BlitShaderIDs._BlitScaleBias, scaleBias); @@ -538,14 +885,32 @@ public static void BlitTexture(RasterCommandBuffer cmd, Vector4 scaleBias, Mater } /// - /// Blit a RTHandle to another RTHandle. - /// This will properly account for partial usage (in term of resolution) of the texture for the current viewport. + /// Adds in a a command to copy a camera related XR compatible texture identified by + /// its into a destination render target. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Destination RTHandle. - /// Mip level to blit. - /// Enable bilinear filtering. + /// + /// Camera related textures are created with + /// using or + /// to + /// automatically determine their resolution relative to the camera's render target resolution. Compared to the + /// various and methods, this function automatically handles the + /// scaleBias parameter. The copy operation will always write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// RTHandle of the destination render target to copy to. + /// Mip level of the source texture to copy from. + /// Enable bilinear filtering when copying. + /// + /// + /// public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandle destination, float mipLevel = 0.0f, bool bilinear = false) { Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one; @@ -555,14 +920,32 @@ public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandl } /// - /// Blit a RThandle Texture2D RTHandle to another RTHandle. - /// This will properly account for partial usage (in term of resolution) of the texture for the current viewport. + /// Adds in a a command to copy a camera related texture identified by + /// its into a destination render target. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Destination RTHandle. - /// Mip level to blit. - /// Enable bilinear filtering. + /// + /// Camera related textures are created with the + /// method using or + /// to + /// automatically determine their resolution relative to the camera's render target resolution. Compared to the + /// various and methods, this function automatically handles the + /// scaleBias parameter. The copy operation will always write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// RTHandle of the destination render target to copy to. + /// Mip level of the source texture to copy from. + /// Enable bilinear filtering when copying. + /// + /// + /// public static void BlitCameraTexture2D(CommandBuffer cmd, RTHandle source, RTHandle destination, float mipLevel = 0.0f, bool bilinear = false) { Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one; @@ -572,15 +955,40 @@ public static void BlitCameraTexture2D(CommandBuffer cmd, RTHandle source, RTHan } /// - /// Blit a RTHandle to another RTHandle. - /// This will properly account for partial usage (in term of resolution) of the texture for the current viewport. - /// This overloads allows the user to override the default blit shader + /// Adds in a a command to copy a camera related texture identified by + /// its into a destination render target, using a user material and specific shader pass. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Destination RTHandle. - /// The material to use when blitting - /// pass to use of the provided material + /// + /// Camera related textures are created with the + /// method using or + /// to + /// automatically determine their resolution relative to the camera's render target resolution. Compared to the + /// various and methods, this function automatically handles the + /// scaleBias parameter of these methods. The copy operation will always write to the full destination render target rectangle. + /// + /// The "_BlitTexture" shader property will be set to the source texture and the "_BlitScaleBias" shader + /// property will be set to the appropriate parameter, prior to the draw. + /// + /// This overload is equivalent + /// to + /// with the loadAction set to and the storeAction set + /// to . + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// RTHandle of the destination render target to copy to. + /// The material to use for writing to the destination target. + /// The index of the pass to use in the material's shader. + /// + /// + /// public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandle destination, Material material, int pass) { Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one; @@ -590,17 +998,38 @@ public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandl } /// - /// Blit a RTHandle to another RTHandle. - /// This will properly account for partial usage (in term of resolution) of the texture for the current viewport. - /// This overloads allows the user to override the default blit shader + /// Adds in a a command to copy a camera related texture identified by + /// its into a destination render target, using a user material, specific shader pass and specific load / store actions. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Destination RTHandle. - /// Load action. - /// Store action. - /// The material to use when blitting - /// pass to use of the provided material + /// + /// Camera related textures are created with the + /// method using or + /// to + /// automatically determine their resolution relative to the camera's render target resolution. Compared to the + /// various and methods, this function automatically handles the + /// scaleBias parameter. The copy operation will always write to the full destination render target rectangle. + /// + /// The "_BlitTexture" shader property will be set to the source texture and the "_BlitScaleBias" shader + /// property will be set to the appropriate value, prior to the draw. + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// RTHandle of the destination render target to copy to. + /// Load action to perform on the destination render target prior to the copying. + /// Store action to perform on the destination render target after the copying. + /// The material to use for writing to the destination target. + /// The index of the pass to use in the material's shader. + /// + /// + /// public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandle destination, RenderBufferLoadAction loadAction, RenderBufferStoreAction storeAction, Material material, int pass) { Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one; @@ -610,16 +1039,32 @@ public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandl } /// - /// Blit a RTHandle to another RTHandle. - /// This will properly account for partial usage (in term of resolution) of the texture for the current viewport. - /// This overload allows user to override the scale and bias used when sampling the input RTHandle. + /// Adds in a a command to copy a camera related XR compatible texture identified by + /// its into a destination render target, using a user defined scale and bias. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Destination RTHandle. - /// Scale and bias used to sample the input RTHandle. - /// Mip level to blit. - /// Enable bilinear filtering. + /// + /// The scaleBias parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. The operation will always + /// write to the full destination render target rectangle. + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// RTHandle of the destination render target to copy to. + /// Scale and bias for sampling the source texture. + /// Mip level of the source texture to copy from. + /// Enable bilinear filtering when copying. + /// + /// + /// public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandle destination, Vector4 scaleBias, float mipLevel = 0.0f, bool bilinear = false) { // Will set the correct camera viewport as well. @@ -628,16 +1073,33 @@ public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandl } /// - /// Blit a RTHandle to another RTHandle. - /// This will properly account for partial usage (in term of resolution) of the texture for the current viewport. - /// This overload allows user to override the viewport of the destination RTHandle. + /// Adds in a a command to copy a camera related XR compatible texture identified by + /// its into a destination render target using a custom destination viewport. /// - /// Command Buffer used for rendering. - /// Source RTHandle. - /// Destination RTHandle. - /// Viewport of the destination RTHandle. - /// Mip level to blit. - /// Enable bilinear filtering. + /// + /// Camera related textures are created with the + /// method using or + /// to + /// automatically determine their resolution relative to the camera's render target resolution. Compared to the + /// various and methods, this function automatically handles the + /// scaleBias parameter. The copy operation will write to the destViewport viewport . + /// + /// Command Buffer used for recording the action. + /// RTHandle of the source texture to copy from. + /// RTHandle of the destination render target to copy to. + /// Rect of the destination viewport to write to. + /// Mip level of the source texture to copy from. + /// Enable bilinear filtering when copying. + /// + /// + /// public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandle destination, Rect destViewport, float mipLevel = 0.0f, bool bilinear = false) { Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one; @@ -647,14 +1109,32 @@ public static void BlitCameraTexture(CommandBuffer cmd, RTHandle source, RTHandl } /// - /// Blit a texture using a quad in the current render target. + /// Adds in a a command to copy an XR compatible texture onto a portion of the current render target. /// - /// Command buffer used for rendering. - /// Source texture. - /// Scale and bias for the input texture. - /// Scale and bias for the output texture. - /// Mip level to blit. + /// + /// The scaleBiasTex parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. + /// + /// Similarly, the scaleBiasRT parameter controls the rectangle of pixels in the render target to write to by manipulating + /// the destination quad coordinates. The X and Y coordinates store the scaling factor to apply to texture + /// coordinates, while the Z and W coordinates store the coordinate offsets. + /// + /// Command Buffer used for recording the action. + /// The source texture to copy from. + /// Scale and bias for sampling the source texture. + /// Scale and bias for the destination quad. + /// Mip level of the source texture to sample. /// Enable bilinear filtering. + /// + /// + /// public static void BlitQuad(CommandBuffer cmd, Texture source, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear) { s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source); @@ -666,16 +1146,53 @@ public static void BlitQuad(CommandBuffer cmd, Texture source, Vector4 scaleBias } /// - /// Blit a texture using a quad in the current render target. + /// Adds in a a command to copy an XR compatible texture onto a portion of the current render target + /// with support for padding on the destination rect. /// - /// Command buffer used for rendering. - /// Source texture. - /// Source texture size. - /// Scale and bias for sampling the input texture. - /// Scale and bias for the output texture. - /// Mip level to blit. + /// + /// ![Diagram of the padding parameters](../manual/images/Blitter_BlitQuadWithPadding.svg) + ///
Diagram detailing the use of the padding, textureSize, scaleBiasTex and scaleBiasRT. + /// + /// The source rect is copied to the destination rect along with extra padding pixels taken from the source texture + /// using the texture's . Both source rect pixels and padding pixels are copied inside the + /// destination rect. + /// + /// The scaleBiasTex parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. + /// + /// Similarly, the scaleBiasRT parameter controls the rectangle of pixels in the render target to write to by manipulating + /// the destination quad coordinates. The X and Y coordinates store the scaling factor to apply to texture + /// coordinates, while the Z and W coordinates store the coordinate offsets. + ///
+ /// Command Buffer used for recording the action. + /// The source texture to copy from. + /// Source texture size in pixels. + /// Scale and bias for sampling the source texture. + /// Scale and bias for the destination quad. + /// Mip level of the source texture to sample. /// Enable bilinear filtering. - /// Padding in pixels. + /// Padding in pixels to add in the destination rect. + /// This is the total padding on an axis so to have N pixels added to the left, and N pixels to the right, paddingInPixels should be set to 2N. + /// + /// + /// public static void BlitQuadWithPadding(CommandBuffer cmd, Texture source, Vector2 textureSize, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear, int paddingInPixels) { s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source); @@ -691,16 +1208,50 @@ public static void BlitQuadWithPadding(CommandBuffer cmd, Texture source, Vector } /// - /// Blit a texture using a quad in the current render target, by performing an alpha blend with the existing content on the render target. + /// Adds in a a command to blit an XR compatible texture onto a portion of the current render target + /// with a multiply blend and support for padding on the destination rect. /// - /// Command buffer used for rendering. - /// Source texture. - /// Source texture size. - /// Scale and bias for sampling the input texture. - /// Scale and bias for the output texture. - /// Mip level to blit. + /// + /// The source rect is blended to the destination rect with a multiplicative blend, along with extra padding pixels taken from the source texture + /// using the texture's . Both source rect pixels and padding pixels are blitted inside the + /// destination rect. See for a diagram of how padding is applied. + /// + /// The scaleBiasTex parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. + /// + /// Similarly, the scaleBiasRT parameter controls the rectangle of pixels in the render target to write to by manipulating + /// the destination quad coordinates. The X and Y coordinates store the scaling factor to apply to texture + /// coordinates, while the Z and W coordinates store the coordinate offsets. + /// + /// Command Buffer used for recording the action. + /// The source texture to copy from. + /// Source texture size in pixels. + /// Scale and bias for sampling the source texture. + /// Scale and bias for the destination quad. + /// Mip level of the source texture to sample. /// Enable bilinear filtering. - /// Padding in pixels. + /// Padding in pixels to add in the destination rect. + /// This is the total padding on an axis so to have N pixels added to the left, and N pixels to the right, paddingInPixels should be set to 2N. + /// + /// + /// public static void BlitQuadWithPaddingMultiply(CommandBuffer cmd, Texture source, Vector2 textureSize, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear, int paddingInPixels) { s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source); @@ -716,16 +1267,53 @@ public static void BlitQuadWithPaddingMultiply(CommandBuffer cmd, Texture source } /// - /// Blit a texture (which is a Octahedral projection) using a quad in the current render target. + /// Adds in a a command to copy an XR compatible octahedral environment texture + /// onto a portion of the current render target with support for padding on the destination rect. /// - /// Command buffer used for rendering. - /// Source texture. - /// Source texture size. - /// Scale and bias for sampling the input texture. - /// Scale and bias for the output texture. - /// Mip level to blit. + /// + /// ![Diagram of the padding parameters](../manual/images/Blitter_BlitOctohedralWithPadding.svg) + ///
Diagram detailing the use of the padding, textureSize, scaleBiasTex and scaleBiasRT. + /// + /// The source rect is copied to the destination rect along with extra padding pixels taken from the source texture + /// but, compared to , using a specific octahedral mirror repeat mode. Both source rect pixels + /// and padding pixels are blitted inside the destination rect. + /// + /// The scaleBiasTex parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. + /// + /// Similarly, the scaleBiasRT parameter controls the rectangle of pixels in the render target to write to by manipulating + /// the destination quad coordinates. The X and Y coordinates store the scaling factor to apply to texture + /// coordinates, while the Z and W coordinates store the coordinate offsets. + ///
+ /// Command Buffer used for recording the action. + /// The source texture to copy from. + /// Source texture size in pixels. + /// Scale and bias for sampling the source texture. + /// Scale and bias for the destination quad. + /// Mip level of the source texture to sample. /// Enable bilinear filtering. - /// Padding in pixels. + /// Padding in pixels to add in the destination rect. + /// This is the total padding on an axis so to have N pixels added to the left, and N pixels to the right, paddingInPixels should be set to 2N. + /// + /// + /// public static void BlitOctahedralWithPadding(CommandBuffer cmd, Texture source, Vector2 textureSize, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear, int paddingInPixels) { s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source); @@ -738,16 +1326,50 @@ public static void BlitOctahedralWithPadding(CommandBuffer cmd, Texture source, } /// - /// Blit a texture (which is a Octahedral projection) using a quad in the current render target, by performing an alpha blend with the existing content on the render target. + /// Adds in a a command to copy an XR compatible octahedral environment texture + /// onto a portion of the current render target with a multiply blend and support for padding on the destination rect. /// - /// Command buffer used for rendering. - /// Source texture. - /// Source texture size. - /// Scale and bias for sampling the input texture. - /// Scale and bias for the output texture. - /// Mip level to blit. + /// + /// The source rect is blended onto the destination rect with a multiplicative blend, with extra padding pixels taken + /// from the source texture but, compared to , using a specific octahedral mirror + /// repeat mode. Both source rect pixels and padding pixels are blitted inside the destination rect. See + /// for a diagram of how padding is applied to the destination. + /// + /// The scaleBiasTex parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. + /// + /// Similarly, the scaleBiasRT parameter controls the rectangle of pixels in the render target to write to by manipulating + /// the destination quad coordinates. The X and Y coordinates store the scaling factor to apply to texture + /// coordinates, while the Z and W coordinates store the coordinate offsets. + /// + /// Command Buffer used for recording the action. + /// The source texture to copy from. + /// Source texture size in pixels. + /// Scale and bias for sampling the source texture. + /// Scale and bias for the destination quad. + /// Mip level of the source texture to sample. /// Enable bilinear filtering. - /// Padding in pixels. + /// Padding in pixels to add in all directions to the source rect. + /// + /// + /// public static void BlitOctahedralWithPaddingMultiply(CommandBuffer cmd, Texture source, Vector2 textureSize, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear, int paddingInPixels) { s_PropertyBlock.SetTexture(BlitShaderIDs._BlitTexture, source); @@ -760,12 +1382,33 @@ public static void BlitOctahedralWithPaddingMultiply(CommandBuffer cmd, Texture } /// - /// Blit a cube texture into 2d texture as octahedral quad. (projection) + /// Adds in a a command to copy a cube map texture onto a portion of the current render target + /// using octahedral mapping for the destination. /// - /// Command buffer used for rendering. - /// Source cube texture. - /// Mip level to sample. - /// Scale and bias for the output texture. + /// + /// The scaleBiasRT parameter controls the rectangle of pixels in the render target to write to by manipulating + /// the destination quad coordinates. The X and Y coordinates store the scaling factor to apply to texture + /// coordinates, while the Z and W coordinates store the coordinate offsets. + /// + /// Command Buffer used for recording the action. + /// The source cube texture to copy from. + /// Scale and bias for the destination quad. + /// Mip level of the source texture to sample. + /// + /// | | X | | + /// // | | + + - +---+ - + + /// // | | / | | | | + /// // +-------+ + - + - + - + + /// Vector4 center3by3 = new Vector4(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f); + /// Blitter.BlitCubeToOctahedral2DQuad(cmd, source, center3by3, 2); + /// ]]> + /// public static void BlitCubeToOctahedral2DQuad(CommandBuffer cmd, Texture source, Vector4 scaleBiasRT, int mipLevelTex) { s_PropertyBlock.SetTexture(BlitShaderIDs._BlitCubeTexture, source); @@ -776,16 +1419,49 @@ public static void BlitCubeToOctahedral2DQuad(CommandBuffer cmd, Texture source, } /// - /// Blit a cube texture into 2d texture as octahedral quad with padding. (projection) + /// Adds in a a command to copy a cube map texture onto a portion of the current render target + /// using octahedral mapping for the destination + /// with extra padding on the destination rect. /// - /// Command buffer used for rendering. - /// Source cube texture. - /// Source texture size. - /// Mip level to sample. - /// Scale and bias for the output texture. + /// + /// The source cube map pixels are copied onto the destination rect with extra padding pixels taken from the source texture + /// but using a specific octahedral mirror repeat mode. Both source rect pixels and padding pixels are blitted inside the destination rect. + /// See for a diagram of how padding is applied to the destination. + /// + /// The scaleBiasRT parameter controls the rectangle of pixels in the render target to write to by manipulating + /// the destination quad coordinates. The X and Y coordinates store the scaling factor to apply to texture + /// coordinates, while the Z and W coordinates store the coordinate offsets. + /// + /// Command Buffer used for recording the action. + /// The source cube texture to copy from. + /// Source texture size in pixels. + /// Scale and bias for the destination quad. + /// Mip level of the source texture to sample. /// Enable bilinear filtering. - /// Padding in pixels. + /// Padding in pixels to add in all directions to the source rect. /// The purpose of this parameter is to blit HDR-encoded values to a non HDR texture. Use values from API that produce HDR-encoded values, for example . If this parameter is null, HDR decoding is disabled. + /// + /// | | X | | + /// // | | + + - +---+ - + + /// // | | / | | | | + /// // +-------+ + - + - + - + + /// // Desired padding on the destination rect + /// int paddingInPixelsOneDirection = 16; + /// // Multiply by two for the total padding along an axis. + /// int paddingInPixels = 2 * paddingInPixelsOneDirection; + /// Vector4 center3by3 = new Vector4(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f); + /// Vector2 subTextureSize = new Vector2(sourceWidth, sourceHeight); + /// // HDR to non-HDR decoding is not necessary here so drop the + /// // last parameter. + /// Blitter.BlitCubeToOctahedral2DQuadWithPadding(cmd, source, subTextureSize, center3by3, 2, paddingInPixels); + /// ]]> + /// public static void BlitCubeToOctahedral2DQuadWithPadding(CommandBuffer cmd, Texture source, Vector2 textureSize, Vector4 scaleBiasRT, int mipLevelTex, bool bilinear, int paddingInPixels, Vector4? decodeInstructions = null) { var material = GetBlitMaterial(source.dimension); @@ -808,16 +1484,40 @@ public static void BlitCubeToOctahedral2DQuadWithPadding(CommandBuffer cmd, Text } /// - /// Blit a cube texture into 2d texture as octahedral quad. (projection) - /// Conversion between single and multi channel formats. - /// RGB(A) to YYYY (luminance). - /// R to RRRR. - /// A to AAAA. + /// Adds in a a command to perform a single channel copy of a cube map texture onto a portion of the current render target + /// using octahedral mapping for the destination. /// - /// Command buffer used for rendering. - /// Source texture. - /// Scale and bias for the output texture. - /// Mip level to blit. + /// + /// The conversion to a single channel output depends on the source texture's format: + /// + /// Texture FormatOutput conversion + /// RGB(A)the RGB luminance is written to the destination in all channels. + /// Redthe red value is written to the destination in all channels. + /// Alphathe alpha value is written to the destination in all channels. + /// + /// The scaleBiasRT parameter controls the rectangle of pixels in the render target to write to by manipulating + /// the destination quad coordinates. The X and Y coordinates store the scaling factor to apply to texture + /// coordinates, while the Z and W coordinates store the coordinate offsets. + /// + /// Command Buffer used for recording the action. + /// The source cube texture to copy from. + /// Scale and bias for the destination quad. + /// Mip level of the source texture to sample. + /// + /// | | X | | + /// // | | + + - +---+ - + + /// // | | / | | | | + /// // +-------+ + - + - + - + + /// Vector4 center3by3 = new Vector4(1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f, 1.0f/3.0f); + /// Blitter.BlitCubeToOctahedral2DQuadSingleChannel(cmd, source, center3by3, 2); + /// ]]> + /// public static void BlitCubeToOctahedral2DQuadSingleChannel(CommandBuffer cmd, Texture source, Vector4 scaleBiasRT, int mipLevelTex) { int pass = 15; @@ -838,17 +1538,40 @@ public static void BlitCubeToOctahedral2DQuadSingleChannel(CommandBuffer cmd, Te } /// - /// Bilinear Blit a texture using a quad in the current render target. - /// Conversion between single and multi channel formats. - /// RGB(A) to YYYY (luminance). - /// R to RRRR. - /// A to AAAA. + /// Adds in a a command to perform a single channel copy off an XR compatible texture onto a + /// portion of the current render target. /// - /// Command buffer used for rendering. - /// Source texture. - /// Scale and bias for the input texture. - /// Scale and bias for the output texture. - /// Mip level to blit. + /// + /// The conversion to a single channel output depends on the source texture's format: + /// + /// Texture FormatOutput conversion + /// RGB(A)the RGB luminance is written to the destination in all channels. + /// Redthe red value is written to the destination in all channels. + /// Alphathe alpha value is written to the destination in all channels. + /// + /// + /// The scaleBiasTex parameter controls the rectangle of pixels in the source texture to copy by manipulating + /// the source texture coordinates. The X and Y coordinates store the scaling factor to apply to these texture + /// coordinates, while the Z and W coordinates store the texture coordinate offsets. + /// + /// Similarly, the scaleBiasRT parameter controls the rectangle of pixels in the render target to write to by manipulating + /// the destination quad coordinates. The X and Y coordinates store the scaling factor to apply to texture + /// coordinates, while the Z and W coordinates store the coordinate offsets. + /// + /// Command Buffer used for recording the action. + /// The source texture to copy from. + /// Scale and bias for sampling the source texture. + /// Scale and bias for the destination quad. + /// Mip level of the source texture to sample. + /// + /// + /// public static void BlitQuadSingleChannel(CommandBuffer cmd, Texture source, Vector4 scaleBiasTex, Vector4 scaleBiasRT, int mipLevelTex) { int pass = 18; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs index c949dcb100d..101ea8ae563 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs @@ -1,8 +1,10 @@ using System; +using System.Collections; using System.IO; using System.Linq; using System.Collections.Generic; using UnityEngine.Experimental.Rendering; +using System.Runtime.CompilerServices; namespace UnityEngine.Rendering { @@ -13,6 +15,25 @@ namespace UnityEngine.Rendering ///
public static class CoreUtils { +#if UNITY_EDITOR + static CoreUtils() + { + void OnBeforeAssemblyReload() + { + UnityObject.DestroyImmediate(m_BlackCubeTexture); + UnityObject.DestroyImmediate(m_BlackVolumeTexture); + UnityObject.DestroyImmediate(m_WhiteCubeTexture); + UnityObject.DestroyImmediate(m_WhiteVolumeTexture); + UnityObject.DestroyImmediate(m_MagentaCubeTexture); + UnityObject.DestroyImmediate(m_MagentaCubeTextureArray); + UnityObject.DestroyImmediate(m_EmptyUAV); + m_EmptyBuffer?.Release(); + UnityEditor.AssemblyReloadEvents.beforeAssemblyReload -= OnBeforeAssemblyReload; + } + UnityEditor.AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload; + } +#endif + /// /// List of look at matrices for cubemap faces. /// Ref: https://msdn.microsoft.com/en-us/library/windows/desktop/bb204881(v=vs.85).aspx @@ -1814,5 +1835,115 @@ public static Vector3[] CalculateViewSpaceCorners(Matrix4x4 proj, float z) return outCorners; } + + /// + /// Return the GraphicsFormat of DepthStencil RenderTarget preferred for the current platform. + /// + /// The GraphicsFormat of DepthStencil RenderTarget preferred for the current platform. + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static GraphicsFormat GetDefaultDepthStencilFormat() + { +#if UNITY_SWITCH || UNITY_EMBEDDED_LINUX || UNITY_QNX || UNITY_ANDROID + return GraphicsFormat.D24_UNorm_S8_UInt; +#else + return GraphicsFormat.D32_SFloat_S8_UInt; +#endif + } + + /// + /// Return the number of DepthStencil RenderTarget depth bits preferred for the current platform. + /// + /// The number of DepthStencil RenderTarget depth bits preferred for the current platform. + [MethodImpl(MethodImplOptions.AggressiveInlining)] + public static DepthBits GetDefaultDepthBufferBits() + { +#if UNITY_SWITCH || UNITY_EMBEDDED_LINUX || UNITY_QNX || UNITY_ANDROID + return DepthBits.Depth24; +#else + return DepthBits.Depth32; +#endif + } + +#if UNITY_EDITOR + /// + /// Populates null fields or collection elements in a target object from a source object of the same type. + /// + /// + /// The type of the objects. This must be a reference type (`class`). + /// + /// + /// The source object from which to copy field values or collection elements. This cannot be null. + /// + /// + /// The target object to populate with values from the source object. This cannot be null. + /// + /// + /// This method copies non-null field values or collection elements from the source object to the target object. + /// Both objects must be of the same type, and derived or base types are not allowed. Fields are updated only if they + /// are null in the target. If a field is a collection implementing `IList`, the method attempts to copy elements that + /// are null in the target collection. + /// + /// **Type restrictions**: + /// - `T` must be a reference type. + /// - `source` and `target` must be of the exact same type, not derived or base types. + /// - Collections must implement `IList` and have the same length in both source and target for element-by-element copying. + /// + public static void PopulateNullFieldsFrom(T source, T target) + where T : class + { + if (source == null) + throw new ArgumentNullException(nameof(source)); + + if (target == null) + throw new ArgumentNullException(nameof(target)); + + if (source.GetType() != typeof(T) || target.GetType() != typeof(T)) + { + throw new ArgumentException("Source and target must be of the exact same type. Derived or base types are not allowed."); + } + + var type = typeof(T); + var fields = type.GetFields(System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance); + foreach (System.Reflection.FieldInfo field in fields) + { + var sourceValue = field.GetValue(source); + var targetValue = field.GetValue(target); + + // Check if the field is a collection (implements ICollection) + if (typeof(IList).IsAssignableFrom(field.FieldType)) + { + // Handle collection population + PopulateIListFields( ref sourceValue, ref targetValue); + field.SetValue(target, targetValue); + } + else + { + // Handle individual field population + if (targetValue == null) + field.SetValue(target, sourceValue); // Copy if target is null + } + } + // Generic method to populate arrays + static void PopulateIListFields(ref object source, ref object target) + { + if (source is not IList sourceCollection) + return; + + if (target is not IList targetCollection) + { + target = sourceCollection; + return; + } + + if (sourceCollection.Count != targetCollection.Count) + return; + + for (int i = 0; i < targetCollection.Count; i++) + { + sourceCollection[i] ??= targetCollection[i]; + } + } + } +#endif } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/HashFNV1A32.cs b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/HashFNV1A32.cs index 7f62ebb7e2d..ed76b8f56de 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Utilities/HashFNV1A32.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Utilities/HashFNV1A32.cs @@ -1,5 +1,7 @@ using System; +using System.Collections.Generic; using System.Runtime.CompilerServices; +using Unity.Collections; namespace UnityEngine.Rendering { @@ -100,26 +102,46 @@ public void Append(T input) where T : struct } } - [MethodImpl(MethodImplOptions.AggressiveInlining)] - public void Append(Delegate del) + public int value => (int)m_Hash; + + public override int GetHashCode() { - unchecked - { - m_Hash = (m_Hash ^ (uint)GetFuncHashCode(del)) * k_Prime; - } + return value; } + } + + static class DelegateHashCodeUtils + { + //Cache to prevent CompilerGeneratedAttribute extraction for known delegate + static readonly Lazy> s_MethodHashCodeToSkipTargetHashMap = new(() => new Dictionary(64)); [MethodImpl(MethodImplOptions.AggressiveInlining)] - internal static int GetFuncHashCode(Delegate del) + public static int GetFuncHashCode(Delegate del) { - return del.Method.GetHashCode() ^ (del.Target != null ? RuntimeHelpers.GetHashCode(del.Target) : 0); - } + //Get MethodInfo hash code as the main one to be used + var methodHashCode = RuntimeHelpers.GetHashCode(del.Method); + + //Check if we are dealing with lambda or static delegates and skip target if we are. + //Static methods have a null Target. + //Lambdas have a CompilerGeneratedAttribute as they are generated by a compiler. + //If Lambda have any captured variable Target hashcode will be different each time we re-create lambda. + if (!s_MethodHashCodeToSkipTargetHashMap.Value.TryGetValue(methodHashCode, out var skipTarget)) + { + skipTarget = del.Target == null || ( + del.Method.DeclaringType?.IsNestedPrivate == true && + Attribute.IsDefined(del.Method.DeclaringType, typeof(CompilerGeneratedAttribute), false) + ); - public int value => (int)m_Hash; + s_MethodHashCodeToSkipTargetHashMap.Value[methodHashCode] = skipTarget; + } - public override int GetHashCode() - { - return value; + //Combine method info hashcode and target hashcode if needed + return skipTarget ? methodHashCode : methodHashCode ^ RuntimeHelpers.GetHashCode(del.Target); } + + //used for testing + internal static int GetTotalCacheCount() => s_MethodHashCodeToSkipTargetHashMap.Value.Count; + + internal static void ClearCache() => s_MethodHashCodeToSkipTargetHashMap.Value.Clear(); } -} +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Volume/IVolume.cs b/Packages/com.unity.render-pipelines.core/Runtime/Volume/IVolume.cs index 1a696cd3cdf..37a9949f8b3 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Volume/IVolume.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Volume/IVolume.cs @@ -3,18 +3,40 @@ namespace UnityEngine.Rendering { /// - /// An interface for Volumes + /// Defines the basic structure for a Volume, providing the necessary properties for determining + /// whether the volume should be applied globally to the scene or to specific colliders. /// + /// + /// This interface serves as a contract for systems that implement volume logic, enabling + /// reusable code for volume-based behaviors such as rendering effects, post-processing, or scene-specific logic. + /// The interface is commonly implemented by components that define volumes in a scene, + /// allowing for flexibility in determining how the volume interacts with the scene. A volume can either be global + /// (affecting the entire scene) or local (restricted to specific colliders). + /// This interface is also helpful for drawing gizmos in the scene view, as it allows for visual representation + /// of volumes in the editor based on their settings. + /// public interface IVolume { /// - /// Specifies whether to apply the Volume to the entire Scene or not. + /// Gets or sets a value indicating whether the volume applies to the entire scene. + /// If true, the volume is global and affects all objects within the scene. + /// If false, the volume is local and only affects the objects within the specified colliders. /// + /// + /// When set to true, the volume's effects will be applied universally across the scene, + /// without considering individual colliders. When false, the volume will interact only with + /// the objects inside the colliders defined in . + /// bool isGlobal { get; set; } /// - /// The colliders of the volume if is false + /// A list of colliders that define the area of influence of the volume when is set to false. /// + /// + /// This property holds the colliders that restrict the volume's effects to specific areas of the scene. + /// It is only relevant when is false, and defines the boundaries of where the volume is applied. + /// List colliders { get; } } + } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeComponent.cs b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeComponent.cs index 70a4d89d30d..17fb6b19b34 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeComponent.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeComponent.cs @@ -7,10 +7,19 @@ namespace UnityEngine.Rendering { /// - /// This attribute allows you to add commands to the Add Override popup menu - /// on Volumes. - /// To filter VolumeComponentMenu based on current Render Pipeline, add SupportedOnRenderPipeline attribute to the class alongside with this attribute. - /// + /// This attribute is used to set up a path in the Add Override popup menu in Unity's Volume system. + /// It allows you to organize and categorize your Volume components into submenus for easier access and management within the editor. + /// + /// Specify the name of the menu entry, and use slashes ("/") to create hierarchical submenus in the popup. This is useful for organizing large or complex sets of Volume components. + /// To further filter the menu entries based on the active Render Pipeline, you can combine this attribute with the attribute. + /// This enables conditional display of Volume components depending on the Render Pipeline being used in the project. + /// + /// + /// + /// [VolumeComponentMenu("MyVolumeCategory/LightingEffects")] + /// public class CustomLightingVolume : VolumeComponent { ... } + /// + /// [AttributeUsage(AttributeTargets.Class, AllowMultiple = false)] public class VolumeComponentMenu : Attribute { @@ -33,14 +42,14 @@ public VolumeComponentMenu(string menu) } /// - /// This attribute allows you to add commands to the Add Override popup menu - /// on Volumes and specify for which render pipelines will be supported + /// This attribute allows you to add commands to the Add Override popup menu on Volumes, + /// while also specifying the render pipeline(s) for which the command will be supported. /// - [Obsolete(@"VolumeComponentMenuForRenderPipelineAttribute is deprecated. Use VolumeComponentMenu with SupportedOnCurrentPipeline instead. #from(2023.1)", false)] + [Obsolete(@"VolumeComponentMenuForRenderPipelineAttribute is deprecated. Use VolumeComponentMenu with SupportedOnRenderPipeline instead. #from(2023.1)", false)] public class VolumeComponentMenuForRenderPipeline : VolumeComponentMenu { /// - /// The list of pipeline types that the target class supports + /// The list of pipeline types that the target class supports. /// public Type[] pipelineTypes { get; } @@ -49,14 +58,15 @@ public class VolumeComponentMenuForRenderPipeline : VolumeComponentMenu ///
/// The name of the entry in the override list. You can use slashes to /// create sub-menus. - /// The list of pipeline types that the target class supports + /// The list of pipeline types that the target class supports. + /// Thrown when the pipelineTypes is null or the types do not inherit from . public VolumeComponentMenuForRenderPipeline(string menu, params Type[] pipelineTypes) : base(menu) { if (pipelineTypes == null) - throw new Exception("Specify a list of supported pipeline"); + throw new Exception("Specify a list of supported pipeline."); - // Make sure that we only allow the class types that inherit from the render pipeline + // Ensure that we only allow class types that inherit from RenderPipeline foreach (var t in pipelineTypes) { if (!typeof(RenderPipeline).IsAssignableFrom(t)) @@ -69,20 +79,40 @@ public VolumeComponentMenuForRenderPipeline(string menu, params Type[] pipelineT } + /// - /// An attribute to hide the volume component to be added through `Add Override` button on the volume component list + /// This attribute prevents the component from being included in the list of available + /// overrides in the Volume Inspector via the Add Override button. /// [AttributeUsage(AttributeTargets.Class)] - [Obsolete("VolumeComponentDeprecated has been deprecated (UnityUpgradable) -> [UnityEngine] UnityEngine.HideInInspector", false)] + [Obsolete("VolumeComponentDeprecated has been deprecated (UnityUpgradable) -> [UnityEngine] UnityEngine.HideInInspector #from(2023.1)", false)] public sealed class VolumeComponentDeprecated : Attribute { } + /// - /// The base class for all the components that can be part of a . - /// The Volume framework automatically handles and interpolates any members found in this class. + /// The base class for all components that can be part of a . + /// This class serves as the foundation for creating and managing volume components in Unity's + /// volume system, enabling the handling of various types in a unified way. /// + /// The class is automatically integrated into the volume framework, + /// which handles interpolation and blending of members at runtime. + /// It ensures that parameter values can be adjusted and smoothly transitioned based on different factors, + /// such as render pipeline settings, quality settings, or user-defined parameters. + /// + /// Due to the need to store multiple types in a single collection, + /// this base class provides a mechanism to handle them generically. It allows for easy management and + /// manipulation of parameters of varying types, ensuring consistency across different volume components. + /// + /// - Stores and manages a collection of objects.. + /// - Integrates seamlessly into for enhanced control over rendering and post-processing effects. + /// /// + /// + /// You can create a custom volume component by inheriting from this base class and defining your own. + /// fields. The will handle the interpolation and blending for you. + /// /// /// using UnityEngine.Rendering; /// @@ -92,6 +122,12 @@ public sealed class VolumeComponentDeprecated : Attribute /// public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f); /// } /// + /// + /// + /// In the example above, the custom component `ExampleComponent` extends `VolumeComponent` and defines a parameter + /// (`intensity`) that can be manipulated within the volume framework. The `ClampedFloatParameter` is a type of + /// that ensures the value remains within a specified range. + /// /// [Serializable] public partial class VolumeComponent : ScriptableObject @@ -164,6 +200,17 @@ internal static void FindParameters(object o, List parameters, if (filter?.Invoke(field) ?? true) { VolumeParameter volumeParameter = (VolumeParameter)field.GetValue(o); +#if UNITY_EDITOR || DEVELOPMENT_BUILD + var attr = (DisplayInfoAttribute[])field.GetCustomAttributes(typeof(DisplayInfoAttribute), true); + if (attr.Length != 0) + { + volumeParameter.debugId = attr[0].name; + } + else + { + volumeParameter.debugId = field.Name; + } +#endif parameters.Add(volumeParameter); } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs index 0402bb496db..421eadd82a3 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs @@ -15,9 +15,30 @@ namespace UnityEngine.Rendering { /// - /// A global manager that tracks all the Volumes in the currently loaded Scenes and does all the - /// interpolation work. + /// The is a global manager responsible for tracking and managing all Volume settings across the currently loaded Scenes. + /// It handles interpolation and blending of Volume settings at runtime, ensuring smooth transitions between different states of the volumes. + /// This includes managing post-processing effects, lighting settings, and other environmental effects based on volume profiles. /// + /// + /// + /// The is initialized with two VolumeProfiles: + /// 1. The default VolumeProfile defined in the Graphics Settings. + /// 2. The default VolumeProfile defined in the Quality Settings. + /// + /// These profiles represent the baseline state of all volume parameters, and the VolumeManager interpolates values between them to create a final blended VolumeStack for each camera. + /// Every frame, the VolumeManager updates the parameters of local and global VolumeComponents attached to game objects and ensures that the correct interpolation is applied across different volumes. + /// The VolumeManager acts as the central "point of truth" for all VolumeComponent parameters in a scene. + /// It provides default states for volume settings and dynamically interpolates between different VolumeProfiles to manage changes during runtime. This system is used to handle dynamic environmental and post-processing effects in Unity, ensuring smooth transitions across scene changes and camera views. + /// + /// The VolumeManager integrates seamlessly with Unity's Scriptable Render Pipelines, applying the appropriate settings for rendering effects such as lighting, bloom, exposure, etc., in real time. + /// + /// + /// + /// + /// + /// + /// + /// public sealed partial class VolumeManager { static readonly ProfilerMarker k_ProfilerMarkerUpdate = new ("VolumeManager.Update"); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs index 110e5c7e338..723f21e4bd1 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs @@ -8,16 +8,31 @@ namespace UnityEngine.Rendering { - // We need this base class to be able to store a list of VolumeParameter in collections as we - // can't store VolumeParameter with variable T types in the same collection. As a result some - // of the following is a bit hacky... - /// - /// The base class for all parameters types stored in a . + /// The base class for all parameter types stored in a . + /// + /// This class serves as a base for different parameter types that are used within the Volume system, such as those controlling post-processing effects, lighting settings, and other volume-related parameters. + /// + /// The class implements the interface, enabling cloning of the parameter's values for later use or manipulation. /// + /// + /// The class is an abstract base class, and cannot be instantiated directly. + /// Derived classes like represent specific parameter types, such as float, vector, or color values, and can be used to configure individual settings in a Volume component. + /// + /// It is important to note that this class is designed to allow various parameter types to be stored and managed collectively. + /// This mechanism enables developers to create complex and configurable Volume components that can be customized with different parameter types (e.g., sliders for float values, color pickers for color values, etc.). + /// + /// + /// /// + /// + /// public abstract class VolumeParameter : ICloneable { +#if UNITY_EDITOR || DEVELOPMENT_BUILD + internal string debugId { get; set; } +#endif + /// /// A beautified string for debugger output. This is set on a DebuggerDisplay on every /// parameter types. diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeStack.cs b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeStack.cs index fc9e3dfdf44..1f5afc23906 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeStack.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Volume/VolumeStack.cs @@ -4,11 +4,32 @@ namespace UnityEngine.Rendering { /// - /// Holds the state of a Volume blending update. A global stack is - /// available by default in but you can also create your own using - /// if you need to update the manager with specific - /// settings and store the results for later use. + /// Represents the state of a Volume blending update within the Volume system. /// + /// + /// + /// This class is responsible for storing the blending of Volume components across multiple scenes and cameras, + /// By default, a global volume stack is provided by the to handle the blending of Volume data across your project. + /// This global stack simplifies managing and blending volume data at a project-wide level. However, if you require more granular control over + /// the blending process or want to store and manage the blending results separately (e.g., per camera or scene), you can create custom volume + /// stacks using . + /// The blending of volumes is based on a combination of several factors: + /// - **Volume Weight:** Determines how strongly a particular volume influences the final result. + /// - **Volume Parameters:** These can be visual settings such as post-processing effects, lighting adjustments, or other specialized effects defined + /// in the Volume components. + /// - **Camera Volume Stack:** Volume blending can vary per camera, allowing different volumes to be blended for different camera views or scenes. + /// + /// While the default global volume stack works for most use cases, custom stacks provide greater flexibility and control, allowing developers + /// to manage and store volume blending results at a per-scene or per-camera level. This can be particularly useful in complex rendering setups + /// or when you want to apply different volume blends for different gameplay contexts or visual effects. + /// + /// Keep in mind that frequent updates to the volume blending process (e.g., every frame) may have an impact on performance, especially when + /// dealing with large numbers of volumes or complex blending operations. + /// + /// + /// + /// + /// public sealed class VolumeStack : IDisposable { // Holds the state of _all_ component types you can possibly add on volumes diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsVisualization.shader b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsVisualization.shader index 5eb683d0eb7..a00e2cc6327 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsVisualization.shader +++ b/Packages/com.unity.render-pipelines.core/Runtime/Vrs/Shaders/VrsVisualization.shader @@ -41,4 +41,6 @@ Shader "Hidden/Core/VrsVisualization" ENDHLSL } } + + Fallback Off } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRGraphicsAutomatedTests.cs b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRGraphicsAutomatedTests.cs index 9cbb50ad6e3..b1c64f65bad 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRGraphicsAutomatedTests.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRGraphicsAutomatedTests.cs @@ -24,7 +24,7 @@ static bool activatedFromCommandLine /// /// Used by render pipelines to initialize XR tests. /// - public static bool enabled { get; } = activatedFromCommandLine; + public static bool enabled { get; set; } = activatedFromCommandLine; /// /// Set by automated test framework and read by render pipelines. diff --git a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs index 007c9252efb..aa80bd23d70 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs @@ -507,6 +507,7 @@ private static RenderTextureDescriptor XrRenderTextureDescToUnityRenderTextureDe // XRTODO : fix root problem RenderTextureDescriptor rtDesc = new RenderTextureDescriptor(xrDesc.width, xrDesc.height, xrDesc.graphicsFormat, xrDesc.depthStencilFormat, xrDesc.mipCount); rtDesc.dimension = xrDesc.dimension; + rtDesc.msaaSamples = xrDesc.msaaSamples; rtDesc.volumeDepth = xrDesc.volumeDepth; rtDesc.vrUsage = xrDesc.vrUsage; rtDesc.sRGB = xrDesc.sRGB; diff --git a/Packages/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl b/Packages/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl index 507635aaffe..53ad393b7f1 100644 --- a/Packages/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl +++ b/Packages/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl @@ -1,5 +1,6 @@ #ifndef SHADOW_SAMPLING_TENT_INCLUDED #define SHADOW_SAMPLING_TENT_INCLUDED + // ------------------------------------------------------------------ // PCF Filtering Tent Functions // ------------------------------------------------------------------ @@ -140,108 +141,121 @@ void SampleShadow_ComputeSamples_Tent_3x3(real4 shadowMapTexture_TexelSize, real } // 5x5 Tent filter (45 degree sloped triangles in U and V) +#define SampleShadow_ComputeSamples_Tent_Filter_5x5(Type, shadowMapTexelSize, coord, fetchesWeights, fetchesUV) \ +{ \ + /* Tent base is 5x5 base thus covering from 25 to 36 texels, thus we need 9 bilinear PCF fetches */ \ + Type##2 tentCenterInTexelSpace = (coord).xy * (shadowMapTexelSize).zw; \ + Type##2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5); \ + Type##2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace; \ + \ + /* Find the weight of each texel based on the area of a 45-degree sloped tent above each of them */ \ + Type##3 texelsWeightsU_A, texelsWeightsU_B; \ + Type##3 texelsWeightsV_A, texelsWeightsV_B; \ + SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B); \ + SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B); \ + \ + /* Each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels */ \ + Type##3 fetchesWeightsU = Type##3(texelsWeightsU_A.xz, texelsWeightsU_B.y) + Type##3(texelsWeightsU_A.y, texelsWeightsU_B.xz); \ + Type##3 fetchesWeightsV = Type##3(texelsWeightsV_A.xz, texelsWeightsV_B.y) + Type##3(texelsWeightsV_A.y, texelsWeightsV_B.xz); \ + \ + /* Move the PCF bilinear fetches to respect texels weights */ \ + Type##3 fetchesOffsetsU = Type##3(texelsWeightsU_A.y, texelsWeightsU_B.xz) / fetchesWeightsU.xyz + Type##3(-2.5, -0.5, 1.5); \ + Type##3 fetchesOffsetsV = Type##3(texelsWeightsV_A.y, texelsWeightsV_B.xz) / fetchesWeightsV.xyz + Type##3(-2.5, -0.5, 1.5); \ + fetchesOffsetsU *= (shadowMapTexelSize).xxx; \ + fetchesOffsetsV *= (shadowMapTexelSize).yyy; \ + \ + Type##2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * (shadowMapTexelSize).xy; \ + (fetchesUV)[0] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.x); \ + (fetchesUV)[1] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.x); \ + (fetchesUV)[2] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.x); \ + (fetchesUV)[3] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.y); \ + (fetchesUV)[4] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.y); \ + (fetchesUV)[5] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.y); \ + (fetchesUV)[6] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.z); \ + (fetchesUV)[7] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.z); \ + (fetchesUV)[8] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.z); \ + \ + (fetchesWeights)[0] = fetchesWeightsU.x * fetchesWeightsV.x; \ + (fetchesWeights)[1] = fetchesWeightsU.y * fetchesWeightsV.x; \ + (fetchesWeights)[2] = fetchesWeightsU.z * fetchesWeightsV.x; \ + (fetchesWeights)[3] = fetchesWeightsU.x * fetchesWeightsV.y; \ + (fetchesWeights)[4] = fetchesWeightsU.y * fetchesWeightsV.y; \ + (fetchesWeights)[5] = fetchesWeightsU.z * fetchesWeightsV.y; \ + (fetchesWeights)[6] = fetchesWeightsU.x * fetchesWeightsV.z; \ + (fetchesWeights)[7] = fetchesWeightsU.y * fetchesWeightsV.z; \ + (fetchesWeights)[8] = fetchesWeightsU.z * fetchesWeightsV.z; \ +} + void SampleShadow_ComputeSamples_Tent_5x5(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[9], out real2 fetchesUV[9]) { - // tent base is 5x5 base thus covering from 25 to 36 texels, thus we need 9 bilinear PCF fetches - real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw; - real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5); - real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace; + SampleShadow_ComputeSamples_Tent_Filter_5x5(real, shadowMapTexture_TexelSize, coord, fetchesWeights, fetchesUV); +} - // find the weight of each texel based on the area of a 45 degree slop tent above each of them. - real3 texelsWeightsU_A, texelsWeightsU_B; - real3 texelsWeightsV_A, texelsWeightsV_B; - SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B); - SampleShadow_GetTexelWeights_Tent_5x5(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B); - // each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels - real3 fetchesWeightsU = real3(texelsWeightsU_A.xz, texelsWeightsU_B.y) + real3(texelsWeightsU_A.y, texelsWeightsU_B.xz); - real3 fetchesWeightsV = real3(texelsWeightsV_A.xz, texelsWeightsV_B.y) + real3(texelsWeightsV_A.y, texelsWeightsV_B.xz); +// 7x7 Tent filter (45 degree sloped triangles in U and V) +#define SampleShadow_ComputeSamples_Tent_Filter_7x7(Type, shadowMapTexelSize, coord, fetchesWeights, fetchesUV) \ +{ \ + /* Tent base is 7x7 base thus covering from 49 to 64 texels, thus we need 16 bilinear PCF fetches */ \ + Type##2 tentCenterInTexelSpace = (coord).xy * (shadowMapTexelSize).zw; \ + Type##2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5); \ + Type##2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace; \ + \ + /* Find the weight of each texel based on the area of a 45 degree slop tent above each of them. */ \ + Type##4 texelsWeightsU_A, texelsWeightsU_B; \ + Type##4 texelsWeightsV_A, texelsWeightsV_B; \ + SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B); \ + SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B); \ + \ + /* Each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels */ \ + Type##4 fetchesWeightsU = Type##4(texelsWeightsU_A.xz, texelsWeightsU_B.xz) + Type##4(texelsWeightsU_A.yw, texelsWeightsU_B.yw); \ + Type##4 fetchesWeightsV = Type##4(texelsWeightsV_A.xz, texelsWeightsV_B.xz) + Type##4(texelsWeightsV_A.yw, texelsWeightsV_B.yw); \ + \ + /* Move the PCF bilinear fetches to respect texels weights */ \ + Type##4 fetchesOffsetsU = Type##4(texelsWeightsU_A.yw, texelsWeightsU_B.yw) / fetchesWeightsU.xyzw + Type##4(-3.5, -1.5, 0.5, 2.5); \ + Type##4 fetchesOffsetsV = Type##4(texelsWeightsV_A.yw, texelsWeightsV_B.yw) / fetchesWeightsV.xyzw + Type##4(-3.5, -1.5, 0.5, 2.5); \ + fetchesOffsetsU *= (shadowMapTexelSize).xxxx; \ + fetchesOffsetsV *= (shadowMapTexelSize).yyyy; \ + \ + Type##2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * (shadowMapTexelSize).xy; \ + (fetchesUV)[0] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.x); \ + (fetchesUV)[1] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.x); \ + (fetchesUV)[2] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.x); \ + (fetchesUV)[3] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.w, fetchesOffsetsV.x); \ + (fetchesUV)[4] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.y); \ + (fetchesUV)[5] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.y); \ + (fetchesUV)[6] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.y); \ + (fetchesUV)[7] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.w, fetchesOffsetsV.y); \ + (fetchesUV)[8] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.z); \ + (fetchesUV)[9] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.z); \ + (fetchesUV)[10] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.z); \ + (fetchesUV)[11] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.w, fetchesOffsetsV.z); \ + (fetchesUV)[12] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.x, fetchesOffsetsV.w); \ + (fetchesUV)[13] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.y, fetchesOffsetsV.w); \ + (fetchesUV)[14] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.z, fetchesOffsetsV.w); \ + (fetchesUV)[15] = bilinearFetchOrigin + Type##2(fetchesOffsetsU.w, fetchesOffsetsV.w); \ + \ + (fetchesWeights)[0] = fetchesWeightsU.x * fetchesWeightsV.x; \ + (fetchesWeights)[1] = fetchesWeightsU.y * fetchesWeightsV.x; \ + (fetchesWeights)[2] = fetchesWeightsU.z * fetchesWeightsV.x; \ + (fetchesWeights)[3] = fetchesWeightsU.w * fetchesWeightsV.x; \ + (fetchesWeights)[4] = fetchesWeightsU.x * fetchesWeightsV.y; \ + (fetchesWeights)[5] = fetchesWeightsU.y * fetchesWeightsV.y; \ + (fetchesWeights)[6] = fetchesWeightsU.z * fetchesWeightsV.y; \ + (fetchesWeights)[7] = fetchesWeightsU.w * fetchesWeightsV.y; \ + (fetchesWeights)[8] = fetchesWeightsU.x * fetchesWeightsV.z; \ + (fetchesWeights)[9] = fetchesWeightsU.y * fetchesWeightsV.z; \ + (fetchesWeights)[10] = fetchesWeightsU.z * fetchesWeightsV.z; \ + (fetchesWeights)[11] = fetchesWeightsU.w * fetchesWeightsV.z; \ + (fetchesWeights)[12] = fetchesWeightsU.x * fetchesWeightsV.w; \ + (fetchesWeights)[13] = fetchesWeightsU.y * fetchesWeightsV.w; \ + (fetchesWeights)[14] = fetchesWeightsU.z * fetchesWeightsV.w; \ + (fetchesWeights)[15] = fetchesWeightsU.w * fetchesWeightsV.w; \ +} - // move the PCF bilinear fetches to respect texels weights - real3 fetchesOffsetsU = real3(texelsWeightsU_A.y, texelsWeightsU_B.xz) / fetchesWeightsU.xyz + real3(-2.5,-0.5,1.5); - real3 fetchesOffsetsV = real3(texelsWeightsV_A.y, texelsWeightsV_B.xz) / fetchesWeightsV.xyz + real3(-2.5,-0.5,1.5); - fetchesOffsetsU *= shadowMapTexture_TexelSize.xxx; - fetchesOffsetsV *= shadowMapTexture_TexelSize.yyy; - real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy; - fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x); - fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x); - fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.x); - fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y); - fetchesUV[4] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y); - fetchesUV[5] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.y); - fetchesUV[6] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.z); - fetchesUV[7] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.z); - fetchesUV[8] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.z); - fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x; - fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x; - fetchesWeights[2] = fetchesWeightsU.z * fetchesWeightsV.x; - fetchesWeights[3] = fetchesWeightsU.x * fetchesWeightsV.y; - fetchesWeights[4] = fetchesWeightsU.y * fetchesWeightsV.y; - fetchesWeights[5] = fetchesWeightsU.z * fetchesWeightsV.y; - fetchesWeights[6] = fetchesWeightsU.x * fetchesWeightsV.z; - fetchesWeights[7] = fetchesWeightsU.y * fetchesWeightsV.z; - fetchesWeights[8] = fetchesWeightsU.z * fetchesWeightsV.z; -} - -// 7x7 Tent filter (45 degree sloped triangles in U and V) void SampleShadow_ComputeSamples_Tent_7x7(real4 shadowMapTexture_TexelSize, real2 coord, out real fetchesWeights[16], out real2 fetchesUV[16]) { - // tent base is 7x7 base thus covering from 49 to 64 texels, thus we need 16 bilinear PCF fetches - real2 tentCenterInTexelSpace = coord.xy * shadowMapTexture_TexelSize.zw; - real2 centerOfFetchesInTexelSpace = floor(tentCenterInTexelSpace + 0.5); - real2 offsetFromTentCenterToCenterOfFetches = tentCenterInTexelSpace - centerOfFetchesInTexelSpace; - - // find the weight of each texel based on the area of a 45 degree slop tent above each of them. - real4 texelsWeightsU_A, texelsWeightsU_B; - real4 texelsWeightsV_A, texelsWeightsV_B; - SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.x, texelsWeightsU_A, texelsWeightsU_B); - SampleShadow_GetTexelWeights_Tent_7x7(offsetFromTentCenterToCenterOfFetches.y, texelsWeightsV_A, texelsWeightsV_B); - - // each fetch will cover a group of 2x2 texels, the weight of each group is the sum of the weights of the texels - real4 fetchesWeightsU = real4(texelsWeightsU_A.xz, texelsWeightsU_B.xz) + real4(texelsWeightsU_A.yw, texelsWeightsU_B.yw); - real4 fetchesWeightsV = real4(texelsWeightsV_A.xz, texelsWeightsV_B.xz) + real4(texelsWeightsV_A.yw, texelsWeightsV_B.yw); - - // move the PCF bilinear fetches to respect texels weights - real4 fetchesOffsetsU = real4(texelsWeightsU_A.yw, texelsWeightsU_B.yw) / fetchesWeightsU.xyzw + real4(-3.5,-1.5,0.5,2.5); - real4 fetchesOffsetsV = real4(texelsWeightsV_A.yw, texelsWeightsV_B.yw) / fetchesWeightsV.xyzw + real4(-3.5,-1.5,0.5,2.5); - fetchesOffsetsU *= shadowMapTexture_TexelSize.xxxx; - fetchesOffsetsV *= shadowMapTexture_TexelSize.yyyy; - - real2 bilinearFetchOrigin = centerOfFetchesInTexelSpace * shadowMapTexture_TexelSize.xy; - fetchesUV[0] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.x); - fetchesUV[1] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.x); - fetchesUV[2] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.x); - fetchesUV[3] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.x); - fetchesUV[4] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.y); - fetchesUV[5] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.y); - fetchesUV[6] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.y); - fetchesUV[7] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.y); - fetchesUV[8] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.z); - fetchesUV[9] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.z); - fetchesUV[10] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.z); - fetchesUV[11] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.z); - fetchesUV[12] = bilinearFetchOrigin + real2(fetchesOffsetsU.x, fetchesOffsetsV.w); - fetchesUV[13] = bilinearFetchOrigin + real2(fetchesOffsetsU.y, fetchesOffsetsV.w); - fetchesUV[14] = bilinearFetchOrigin + real2(fetchesOffsetsU.z, fetchesOffsetsV.w); - fetchesUV[15] = bilinearFetchOrigin + real2(fetchesOffsetsU.w, fetchesOffsetsV.w); - - fetchesWeights[0] = fetchesWeightsU.x * fetchesWeightsV.x; - fetchesWeights[1] = fetchesWeightsU.y * fetchesWeightsV.x; - fetchesWeights[2] = fetchesWeightsU.z * fetchesWeightsV.x; - fetchesWeights[3] = fetchesWeightsU.w * fetchesWeightsV.x; - fetchesWeights[4] = fetchesWeightsU.x * fetchesWeightsV.y; - fetchesWeights[5] = fetchesWeightsU.y * fetchesWeightsV.y; - fetchesWeights[6] = fetchesWeightsU.z * fetchesWeightsV.y; - fetchesWeights[7] = fetchesWeightsU.w * fetchesWeightsV.y; - fetchesWeights[8] = fetchesWeightsU.x * fetchesWeightsV.z; - fetchesWeights[9] = fetchesWeightsU.y * fetchesWeightsV.z; - fetchesWeights[10] = fetchesWeightsU.z * fetchesWeightsV.z; - fetchesWeights[11] = fetchesWeightsU.w * fetchesWeightsV.z; - fetchesWeights[12] = fetchesWeightsU.x * fetchesWeightsV.w; - fetchesWeights[13] = fetchesWeightsU.y * fetchesWeightsV.w; - fetchesWeights[14] = fetchesWeightsU.z * fetchesWeightsV.w; - fetchesWeights[15] = fetchesWeightsU.w * fetchesWeightsV.w; + SampleShadow_ComputeSamples_Tent_Filter_7x7(real, shadowMapTexture_TexelSize, coord, fetchesWeights, fetchesUV); } #endif diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/AssemblyInfo.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/AssemblyInfo.cs new file mode 100644 index 00000000000..21d14073caf --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/AssemblyInfo.cs @@ -0,0 +1,3 @@ +using System.Runtime.CompilerServices; + +[assembly: InternalsVisibleTo("SRPSmoke.Editor.Tests")] diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/AssemblyInfo.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Editor/AssemblyInfo.cs.meta new file mode 100644 index 00000000000..e8c59f801cb --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/AssemblyInfo.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 79d9da7a81239e744bc809717c68ae47 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs index 3ad5f36cfb1..7dc8ad23e43 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs @@ -2,6 +2,7 @@ using System; using System.Collections.Generic; using UnityEngine.Experimental.Rendering; +using UnityEngine.Profiling; using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering.RenderGraphModule.NativeRenderPassCompiler; @@ -9,6 +10,8 @@ namespace UnityEngine.Rendering.Tests { class NativePassCompilerRenderGraphTests { + static Recorder gcAllocRecorder = Recorder.Get("GC.Alloc"); + class RenderGraphTestPassData { public TextureHandle[] textures = new TextureHandle[8]; @@ -293,6 +296,183 @@ public void MergeDifferentDepthFormatsBreaksPass() Assert.AreEqual(Rendering.RenderGraphModule.NativeRenderPassCompiler.PassBreakReason.DifferentDepthTextures, passes[0].breakAudit.reason); } + [Test] + public void MergePassWithWriteAllPass() + { + var g = AllocateRenderGraph(); + + var buffers = ImportAndCreateBuffers(g); + + // Render something to depth + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) + { + builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + // Merge pass, render with WriteAll in extra 0 + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) + { + builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.WriteAll); + builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + + var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); + var passes = result.contextData.GetNativePasses(); + + Assert.AreEqual(1, passes.Count); + Assert.AreEqual(2, passes[0].numGraphPasses); + + // Validate attachments + Assert.AreEqual(buffers.depthBuffer.handle.index, passes[0].attachments[0].handle.index); + Assert.AreEqual(buffers.extraBuffers[0].handle.index, passes[0].attachments[1].handle.index); + + ref var depthAttachment = ref passes[0].attachments[0]; + Assert.AreEqual(RenderBufferLoadAction.Load, depthAttachment.loadAction); + + ref var extraAttachment = ref passes[0].attachments[1]; + Assert.AreEqual(RenderBufferLoadAction.DontCare, extraAttachment.loadAction); + } + + [Test] + public void MergeWriteAllPassWithReadPass() + { + var g = AllocateRenderGraph(); + + var buffers = ImportAndCreateBuffers(g); + + // Render something to extra 0 + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) + { + builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); + builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.WriteAll); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + // Read from extra 0 + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) + { + builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); + builder.SetInputAttachment(buffers.extraBuffers[0], 0, AccessFlags.Read); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + + var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); + var passes = result.contextData.GetNativePasses(); + + Assert.AreEqual(1, passes.Count); + Assert.AreEqual(2, passes[0].numGraphPasses); + + // Validate attachments + Assert.AreEqual(buffers.depthBuffer.handle.index, passes[0].attachments[0].handle.index); + Assert.AreEqual(buffers.extraBuffers[0].handle.index, passes[0].attachments[1].handle.index); + + ref var depthAttachment = ref passes[0].attachments[0]; + Assert.AreEqual(RenderBufferLoadAction.Load, depthAttachment.loadAction); + + ref var extraAttachment = ref passes[0].attachments[1]; + Assert.AreEqual(RenderBufferLoadAction.DontCare, extraAttachment.loadAction); + } + + [Test] + public void MergeReadPassWithWriteAllPass() + { + var g = AllocateRenderGraph(); + + var buffers = ImportAndCreateBuffers(g); + + // Render something to 0,1 + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) + { + builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); + builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Read); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + // Render to final buffer + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) + { + builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); + builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.WriteAll); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + + var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); + var passes = result.contextData.GetNativePasses(); + + Assert.AreEqual(1, passes.Count); + Assert.AreEqual(2, passes[0].numGraphPasses); + + // Validate attachments + Assert.AreEqual(buffers.depthBuffer.handle.index, passes[0].attachments[0].handle.index); + Assert.AreEqual(buffers.extraBuffers[0].handle.index, passes[0].attachments[1].handle.index); + + ref var depthAttachment = ref passes[0].attachments[0]; + Assert.AreEqual(RenderBufferLoadAction.Load, depthAttachment.loadAction); + + // LoadAction is Clear because it was not used by another pass before, in other case it should be Load + ref var extraAttachment = ref passes[0].attachments[1]; + Assert.AreEqual(RenderBufferLoadAction.Clear, extraAttachment.loadAction); + } + + [Test] + public void MergeDiscardPassWithWrite() + { + var g = AllocateRenderGraph(); + + var buffers = ImportAndCreateBuffers(g); + + // Discard extra 0 + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) + { + builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); + builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Discard); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + // Read extra 0 + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) + { + builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); + builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Read); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + // Write to extra 0 + using (var builder = g.AddRasterRenderPass("TestPass2", out var passData)) + { + builder.SetRenderAttachmentDepth(buffers.depthBuffer, AccessFlags.Write); + builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Write); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + // break pass using another depth, Read extra 0 + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) + { + builder.SetRenderAttachmentDepth(buffers.extraDepthBuffer, AccessFlags.Write); + builder.SetRenderAttachment(buffers.extraBuffers[0], 0, AccessFlags.Read); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + } + + var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); + var passes = result.contextData.GetNativePasses(); + + Assert.AreEqual(2, passes.Count); + Assert.AreEqual(3, passes[0].numGraphPasses); + + // Validate attachments + Assert.AreEqual(buffers.depthBuffer.handle.index, passes[0].attachments[0].handle.index); + Assert.AreEqual(buffers.extraBuffers[0].handle.index, passes[0].attachments[1].handle.index); + Assert.AreEqual(buffers.extraBuffers[0].handle.index, passes[1].attachments[1].handle.index); + + ref var depthAttachment = ref passes[0].attachments[0]; + Assert.AreEqual(RenderBufferLoadAction.Load, depthAttachment.loadAction); + + // As we have a discard flag in the pass the LoadAction is DontCare, but as it has also a Write flag it should Store the result for the next pass + ref var extraAttachmentPass0 = ref passes[0].attachments[1]; + Assert.AreEqual(RenderBufferLoadAction.DontCare, extraAttachmentPass0.loadAction); + Assert.AreEqual(RenderBufferStoreAction.Store, extraAttachmentPass0.storeAction); + + ref var extraAttachmentPass1 = ref passes[1].attachments[1]; + Assert.AreEqual(RenderBufferLoadAction.Load, extraAttachmentPass1.loadAction); + + } + [Test] public void VerifyMergeStateAfterMergingPasses() { @@ -1145,5 +1325,96 @@ public void ChangingGlobalStateDisablesCulling() Assert.IsTrue(firstNativePass.numGraphPasses == 2); } + + [Test] + public void DecreaseResourceVersionIfLastPassIsCulled() + { + var g = AllocateRenderGraph(); + var buffers = ImportAndCreateBuffers(g); + + // Bumping version of extraBuffer within RG to 1 as we write to it in first pass + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) + { + builder.SetRenderAttachment(buffers.extraBuffers[0], 0); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + builder.AllowPassCulling(false); + } + + // Bumping version of extraBuffer within RG to 2 as we write to it in second pass + using (var builder = g.AddRasterRenderPass("TestPass1", out var passData)) + { + builder.SetRenderAttachment(buffers.extraBuffers[0], 0); + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + builder.AllowPassCulling(true); + } + + // First pass is preserved as requested but second pass is culled + var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); + var passes = result.contextData.GetNativePasses(); + + // Second pass has been culled + Assert.IsTrue(passes != null && passes.Count == 1 && passes[0].numGraphPasses == 1); + // extraBuffer version has decreased to 1 as it is only used by the first pass + Assert.AreEqual(passes[0].attachments[0].handle.version, 1); + } + + [Test] + public void GraphPassesDoesNotAlloc() + { + var g = AllocateRenderGraph(); + using (var builder = g.AddRasterRenderPass("TestPass0", out var passData)) + { + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + builder.AllowPassCulling(false); + } + using (var builder = g.AddRasterRenderPass("TestPass1_Culled", out var passData)) + { + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + builder.AllowPassCulling(true); + } + using (var builder = g.AddRasterRenderPass("TestPass2", out var passData)) + { + builder.SetRenderFunc((RenderGraphTestPassData data, RasterGraphContext context) => { }); + builder.AllowPassCulling(false); + } + + // First pass is preserved as requested but second pass is culled + var result = g.CompileNativeRenderGraph(g.ComputeGraphHash()); + var passes = result.contextData.GetNativePasses(); + + // Second pass has been culled + Assert.IsTrue(passes != null && passes.Count == 1 && passes[0].numGraphPasses == 2); + // Goes into possible alloc path + Assert.IsFalse(passes[0].lastGraphPass - passes[0].firstGraphPass + 1 == passes[0].numGraphPasses); + + + ValidateNoGCAllocs(() => + { + passes[0].GraphPasses(result.contextData); + }); + + // From RenderPassCullingTests.cs + void ValidateNoGCAllocs(Action action) + { + // Warmup - this will catch static c'tors etc. + CountGCAllocs(action); + + // Actual test. + var count = CountGCAllocs(action); + if (count != 0) + throw new AssertionException($"Expected 0 GC allocations but there were {count}"); + } + + int CountGCAllocs(Action action) + { + gcAllocRecorder.FilterToCurrentThread(); + gcAllocRecorder.enabled = true; + + action(); + + gcAllocRecorder.enabled = false; + return gcAllocRecorder.sampleBlockCount; + } + } } } diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraph.ComputeGraphHash.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraph.ComputeGraphHash.cs new file mode 100644 index 00000000000..f849e39b882 --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraph.ComputeGraphHash.cs @@ -0,0 +1,441 @@ +using NUnit.Framework; +using UnityEngine.Experimental.Rendering; +using UnityEngine.Rendering.RenderGraphModule; + +namespace UnityEngine.Rendering.Tests +{ + partial class RenderGraphTests + { + class RegularMethodInRegularClass + { + public void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) + { + } + } + + static class StaticMethodInsideStaticClass + { + public static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) + { + } + } + + class StaticMethodInsideRegularClass + { + public static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) + { + } + + public static void RenderFunc2(RenderGraphTestPassData data, RenderGraphContext context) + { + } + } + + class StaticMethodInsideRegularClass2 + { + public static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) + { + } + } + + [Test] + public void ComputeGraphHash_WhenCalledMultipleTimes_CacheForDelegatesIsNotGrowingBetweenComputes() + { + //Method of the class instance + TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + { + builder.UseColorBuffer(texture0, 0); + var firstInstance = new RegularMethodInRegularClass(); + builder.SetRenderFunc(firstInstance.RenderFunc); + } + + //Static method of the static class + TextureHandle texture1 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + { + builder.UseColorBuffer(texture1, 0); + builder.SetRenderFunc(StaticMethodInsideStaticClass.RenderFunc); + } + + //Lambdas with captured variable + TextureHandle texture2 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + using (var builder = m_RenderGraph.AddRenderPass("TestPass2", out var passData)) + { + builder.UseColorBuffer(texture2, 0); + builder.SetRenderFunc((data, context) => { Debug.Log(texture2.GetHashCode()); }); + } + + //Local method with captured variable + TextureHandle texture3 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + using (var builder = m_RenderGraph.AddRenderPass("TestPass3", out var passData)) + { + builder.UseColorBuffer(texture3, 0); + builder.SetRenderFunc(LocalMethod); + } + + void LocalMethod(RenderGraphTestPassData data, RenderGraphContext renderGraphContext) + { + Debug.Log(texture3.GetHashCode()); + } + + //Static method of the regular class + TextureHandle texture4 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + using (var builder = m_RenderGraph.AddRenderPass("TestPass4", out var passData)) + { + builder.UseColorBuffer(texture4, 0); + builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc); + } + + //Calculate delegate cache first time + m_RenderGraph.ComputeGraphHash(); + var initialCacheSize = DelegateHashCodeUtils.GetTotalCacheCount(); + + //Trigger multiple hash recalculations + m_RenderGraph.ComputeGraphHash(); + m_RenderGraph.ComputeGraphHash(); + m_RenderGraph.ComputeGraphHash(); + var cacheAfterMultipleCalculations = DelegateHashCodeUtils.GetTotalCacheCount(); + + Assert.That(initialCacheSize, Is.EqualTo(cacheAfterMultipleCalculations)); + } + + [Test] + public void ComputeGraphHash_WhenDifferentObjectsUsed_HashcodeIsDifferent() + { + RecordRenderGraph(m_RenderGraph, new RegularMethodInRegularClass()); + + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + RecordRenderGraph(m_RenderGraph, new RegularMethodInRegularClass()); + + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreNotEqual(hash0, hash1); + + void RecordRenderGraph(RenderGraph renderGraph, RegularMethodInRegularClass instance) + { + using var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData); + builder.SetRenderFunc(instance.RenderFunc); + } + } + + [Test] + public void ComputeGraphHash_WhenDifferentStaticMethodsWithTheSameNameUsed_HashcodeIsDifferent() + { + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc); + + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc(StaticMethodInsideRegularClass2.RenderFunc); + + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreNotEqual(hash0, hash1); + } + + [Test] + public void ComputeGraphHash_WhenManyDifferentPassesUsed_HashcodeIsDifferent() + { + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + { + } + + using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + { + } + + using (var builder = m_RenderGraph.AddRenderPass("TestPass2", out var passData)) + { + } + + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + { + } + + using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) + { + } + + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreNotEqual(hash0, hash1); + } + + static TestCaseData[] s_TextureParametersCases = + { + new TestCaseData(new TextureDesc(Vector2.zero) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }, + new TextureDesc(Vector2.zero) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }, + true) + .SetName("All the Texture parameters are the same."), + new TestCaseData(new TextureDesc(Vector2.zero) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm, msaaSamples = MSAASamples.None }, + new TextureDesc(Vector2.zero) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm, msaaSamples = MSAASamples.MSAA4x }, + false) + .SetName("The msaaSamples parameter is different."), + new TestCaseData(new TextureDesc(256, 256) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }, + new TextureDesc(512, 512) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }, + false) + .SetName("The resolution parameter is different."), + new TestCaseData(new TextureDesc(Vector2.zero) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }, + new TextureDesc(Vector2.zero) { colorFormat = GraphicsFormat.R16G16B16_SInt }, + false) + .SetName("The colorFormat parameter is different."), + }; + + + [Test] + [TestCaseSource(nameof(s_TextureParametersCases))] + public void ComputeGraphHash_WithTextureParameters(TextureDesc first, TextureDesc second, bool hashCodeEquality) + { + RecordRenderGraph(m_RenderGraph, first); + + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + RecordRenderGraph(m_RenderGraph, second); + + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.That(hash0 == hash1, Is.EqualTo(hashCodeEquality)); + + void RecordRenderGraph(RenderGraph renderGraph, TextureDesc desc) + { + var texture0 = renderGraph.CreateTexture(desc); + using var builder = renderGraph.AddRenderPass("TestPass0", out var passData); + builder.UseColorBuffer(texture0, 0); + } + } + + //Lambda hashcode depends on the position in the code as they are generated by the compiler. + //They will be treated as separate methods in this case. + [Test] + public void ComputeGraphHash_WhenUsedLambdasDiffer_HashcodeIsDifferent() + { + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc((_, _) => { }); + + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc((_, _) => { }); + + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreNotEqual(hash0, hash1); + } + + [Test] + public void ComputeGraphHash_WhenUsedStaticMethodsDiffer_HashcodeIsDifferent() + { + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc); + + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc2); + + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreNotEqual(hash0, hash1); + } + + [Test] + public void ComputeGraphHashForTheSameSetup_WhenSamePassesUsed_HashcodeIsSame() + { + RecordRenderGraph(m_RenderGraph); + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + RecordRenderGraph(m_RenderGraph); + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreEqual(hash0, hash1); + + void RecordRenderGraph(RenderGraph renderGraph) + { + using (var builder = renderGraph.AddRenderPass("TestPass0", out var passData)) + { + } + + using (var builder = renderGraph.AddRenderPass("TestPass1", out var passData)) + { + } + + using (var builder = renderGraph.AddRenderPass("TestPass2", out var passData)) + { + } + } + } + + [Test] + public void ComputeGraphHashForTheSameSetup_WhenStaticsInStaticClassUsed_HashcodeIsSame() + { + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc(StaticMethodInsideStaticClass.RenderFunc); + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc(StaticMethodInsideStaticClass.RenderFunc); + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreEqual(hash0, hash1); + } + + [Test] + public void ComputeGraphHashForTheSameSetup_WhenStaticsInRegularClassUsed_HashcodeIsSame() + { + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc); + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc(StaticMethodInsideRegularClass.RenderFunc); + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreEqual(hash0, hash1); + } + + [Test] + public void ComputeGraphHashForTheSameSetup_WhenLambdasUsed_HashcodeIsSame() + { + RecordRenderGraph(m_RenderGraph); + + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + RecordRenderGraph(m_RenderGraph); + + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreEqual(hash0, hash1); + + static void RecordRenderGraph(RenderGraph renderGraph) + { + using (var builder = renderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc((p, c) => { }); + + using (var builder = renderGraph.AddRenderPass("TestPass1", out var passData)) + builder.SetRenderFunc((p, c) => { }); + + using (var builder = renderGraph.AddRenderPass("TestPass2", out var passData)) + builder.SetRenderFunc((p, c) => { }); + } + } + + [Test] + public void ComputeGraphHashForTheSameSetup_WhenLambdasWithCapturedVariablesUsed_HashcodeIsSame() + { + TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); + + RecordRenderGraph(m_RenderGraph, texture0); + + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + RecordRenderGraph(m_RenderGraph, texture0); + + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreEqual(hash0, hash1); + + void RecordRenderGraph(RenderGraph renderGraph, TextureHandle handle) + { + using var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData); + builder.SetRenderFunc((data, context) => + { + if (!handle.IsValid()) + return; + Debug.Log(handle.GetHashCode()); + }); + } + } + + [Test] + public void ComputeGraphHashForTheSameSetup_WhenLocalMethodsUsed_HashcodeIsSame() + { + RecordRenderGraph(m_RenderGraph); + + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + RecordRenderGraph(m_RenderGraph); + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreEqual(hash0, hash1); + + void RecordRenderGraph(RenderGraph renderGraph) + { + using (var builder = renderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc(LocalRenderFunc); + + using (var builder = renderGraph.AddRenderPass("TestPass1", out var passData)) + builder.SetRenderFunc(LocalRenderFunc); + + using (var builder = renderGraph.AddRenderPass("TestPass2", out var passData)) + builder.SetRenderFunc(LocalRenderFunc); + } + + void LocalRenderFunc(RenderGraphTestPassData data, RenderGraphContext renderGraphContext) + { + } + } + + [Test] + public void ComputeGraphHashForTheSameSetup_WhenLocalMethodsWithCapturedVariablesUsed_HashcodeIsSame() + { + RecordRenderGraph(m_RenderGraph); + + var hash0 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + RecordRenderGraph(m_RenderGraph); + + var hash1 = m_RenderGraph.ComputeGraphHash(); + ClearCompiledGraphAndHash(); + + Assert.AreEqual(hash0, hash1); + + void RecordRenderGraph(RenderGraph renderGraph) + { + var outerScopeVariable = "1"; + using (var builder = renderGraph.AddRenderPass("TestPass0", out var passData)) + builder.SetRenderFunc(LocalRenderFunc); + + outerScopeVariable = "2"; + using (var builder = renderGraph.AddRenderPass("TestPass1", out var passData)) + builder.SetRenderFunc(LocalRenderFunc); + + outerScopeVariable = "3"; + using (var builder = renderGraph.AddRenderPass("TestPass2", out var passData)) + builder.SetRenderFunc(LocalRenderFunc); + + void LocalRenderFunc(RenderGraphTestPassData data, RenderGraphContext renderGraphContext) + => Debug.Log(outerScopeVariable); + } + } + } +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraph.ComputeGraphHash.cs.meta b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraph.ComputeGraphHash.cs.meta new file mode 100644 index 00000000000..242ac65126b --- /dev/null +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraph.ComputeGraphHash.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 42aa68c398a54080bb27754435687636 +timeCreated: 1736444326 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs index 3da32153632..12dda5d96b6 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphTests.cs @@ -29,7 +29,7 @@ static RenderGraphTestsOnLoad() } } - class RenderGraphTests + partial class RenderGraphTests { // For RG Record/Hash/Compile testing, use m_RenderGraph RenderGraph m_RenderGraph; @@ -41,6 +41,10 @@ class RenderGraphTests RenderGraphTestPipelineAsset m_RenderGraphTestPipeline; RenderGraphTestGlobalSettings m_RenderGraphTestGlobalSettings; + // We need a camera to execute the render graph and a game object to attach a camera + GameObject m_GameObject; + Camera m_Camera; + // For the testing of the following RG steps: Execute and Submit (native) with camera rendering, use this custom RenderGraph render pipeline // through a camera render call to test the RG with a real ScriptableRenderContext class RenderGraphTestPipelineAsset : RenderPipelineAsset @@ -128,6 +132,14 @@ public void Setup() // Getting the RG from the custom asset pipeline m_RenderGraph = m_RenderGraphTestPipeline.renderGraph; + + // We need a real ScriptableRenderContext and a camera to execute the Render Graph + m_GameObject = new GameObject("testGameObject") + { + hideFlags = HideFlags.HideAndDontSave + }; + m_GameObject.tag = "MainCamera"; + m_Camera = m_GameObject.AddComponent(); } [OneTimeTearDown] @@ -147,12 +159,22 @@ public void Cleanup() EditorGraphicsSettings.SetRenderPipelineGlobalSettingsAsset(null); #endif Object.DestroyImmediate(m_RenderGraphTestGlobalSettings); + + GameObject.DestroyImmediate(m_GameObject); + m_GameObject = null; + m_Camera = null; + } + + void ClearCompiledGraphAndHash() + { + m_RenderGraph.ClearCurrentCompiledGraph(); + DelegateHashCodeUtils.ClearCache(); } [SetUp] public void SetupRenderGraph() { - m_RenderGraph.ClearCompiledGraph(); + ClearCompiledGraphAndHash(); } class RenderGraphTestPassData @@ -707,193 +729,6 @@ public void UseTextureValidation() } } - [Test] - public void ComputeHashDifferentPerResolution() - { - static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) { } - - TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(256, 256) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) - { - builder.UseColorBuffer(texture0, 0); - builder.SetRenderFunc(RenderFunc); - } - - var hash0 = m_RenderGraph.ComputeGraphHash(); - m_RenderGraph.ClearCompiledGraph(); - - TextureHandle texture1 = m_RenderGraph.CreateTexture(new TextureDesc(512, 512) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) - { - builder.UseColorBuffer(texture1, 0); - builder.SetRenderFunc(RenderFunc); - } - - var hash1 = m_RenderGraph.ComputeGraphHash(); - m_RenderGraph.ClearCompiledGraph(); - - Assert.AreNotEqual(hash0, hash1); - } - - [Test] - public void ComputeHashDifferentForMSAA() - { - static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) { } - - TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm, msaaSamples = MSAASamples.None }); - - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) - { - builder.UseColorBuffer(texture0, 0); - builder.SetRenderFunc(RenderFunc); - } - - var hash0 = m_RenderGraph.ComputeGraphHash(); - m_RenderGraph.ClearCompiledGraph(); - - texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm, msaaSamples = MSAASamples.MSAA4x }); - - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) - { - builder.UseColorBuffer(texture0, 0); - builder.SetRenderFunc(RenderFunc); - } - - var hash1 = m_RenderGraph.ComputeGraphHash(); - m_RenderGraph.ClearCompiledGraph(); - - Assert.AreNotEqual(hash0, hash1); - } - - [Test] - public void ComputeHashDifferentForRenderFunc() - { - static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) { } - static void RenderFunc2(RenderGraphTestPassData data, RenderGraphContext context) { } - - TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) - { - builder.UseColorBuffer(texture0, 0); - builder.SetRenderFunc(RenderFunc); - } - - var hash0 = m_RenderGraph.ComputeGraphHash(); - m_RenderGraph.ClearCompiledGraph(); - - texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) - { - builder.UseColorBuffer(texture0, 0); - builder.SetRenderFunc(RenderFunc2); - } - - var hash1 = m_RenderGraph.ComputeGraphHash(); - m_RenderGraph.ClearCompiledGraph(); - - Assert.AreNotEqual(hash0, hash1); - } - - [Test] - public void ComputeHashDifferentForMorePasses() - { - static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) { } - static void RenderFunc2(RenderGraphTestPassData data, RenderGraphContext context) { } - static void RenderFunc3(RenderGraphTestPassData data, RenderGraphContext context) { } - - TextureHandle texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm }); - - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) - { - builder.UseColorBuffer(texture0, 0); - builder.SetRenderFunc(RenderFunc); - } - - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) - { - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); - builder.ReadTexture(texture0); - builder.SetRenderFunc(RenderFunc2); - } - - var hash0 = m_RenderGraph.ComputeGraphHash(); - m_RenderGraph.ClearCompiledGraph(); - - texture0 = m_RenderGraph.CreateTexture(new TextureDesc(Vector2.one) { format = GraphicsFormat.R8G8B8A8_UNorm }); - - using (var builder = m_RenderGraph.AddRenderPass("TestPass0", out var passData)) - { - builder.UseColorBuffer(texture0, 0); - builder.SetRenderFunc(RenderFunc); - } - - using (var builder = m_RenderGraph.AddRenderPass("TestPass1", out var passData)) - { - builder.UseColorBuffer(texture0, 0); - builder.SetRenderFunc(RenderFunc3); - } - - using (var builder = m_RenderGraph.AddRenderPass("TestPass2", out var passData)) - { - builder.WriteTexture(m_RenderGraph.ImportBackbuffer(0)); - builder.ReadTexture(texture0); - builder.SetRenderFunc(RenderFunc2); - } - - var hash1 = m_RenderGraph.ComputeGraphHash(); - m_RenderGraph.ClearCompiledGraph(); - - Assert.AreNotEqual(hash0, hash1); - } - - [Test] - public void ComputeHashSameForOneSetup() - { - static void RenderFunc(RenderGraphTestPassData data, RenderGraphContext context) { } - static void RenderFunc2(RenderGraphTestPassData data, RenderGraphContext context) { } - static void RenderFunc3(RenderGraphTestPassData data, RenderGraphContext context) { } - - static void RecordRenderGraph(RenderGraph renderGraph) - { - TextureHandle texture0 = renderGraph.CreateTexture(new TextureDesc(Vector2.one) { format = GraphicsFormat.R8G8B8A8_UNorm }); - - using (var builder = renderGraph.AddRenderPass("TestPass0", out var passData)) - { - builder.UseColorBuffer(texture0, 0); - builder.SetRenderFunc(RenderFunc); - } - - using (var builder = renderGraph.AddRenderPass("TestPass1", out var passData)) - { - builder.UseColorBuffer(texture0, 0); - builder.SetRenderFunc(RenderFunc3); - } - - using (var builder = renderGraph.AddRenderPass("TestPass2", out var passData)) - { - builder.WriteTexture(renderGraph.ImportBackbuffer(0)); - builder.ReadTexture(texture0); - builder.SetRenderFunc(RenderFunc2); - } - } - - RecordRenderGraph(m_RenderGraph); - - var hash0 = m_RenderGraph.ComputeGraphHash(); - m_RenderGraph.ClearCompiledGraph(); - - RecordRenderGraph(m_RenderGraph); - - var hash1 = m_RenderGraph.ComputeGraphHash(); - m_RenderGraph.ClearCompiledGraph(); - - Assert.AreEqual(hash0, hash1); - } - [Test] public void GetDescAndInfoForImportedTextureWorks() { @@ -1030,16 +865,6 @@ public void ImportingBuiltinRenderTextureTypeWithInfoHasNoDesc() [Test] public void CreateLegacyRendererLists() { - // We need a real ScriptableRenderContext and a camera to call correctly the legacy RendererLists API - - // add the default camera - var gameObject = new GameObject("testGameObject") - { - hideFlags = HideFlags.HideAndDontSave - }; - gameObject.tag = "MainCamera"; - var camera = gameObject.AddComponent(); - // record and execute render graph calls m_RenderGraphTestPipeline.recordRenderGraphBody = (context, camera, cmd) => { @@ -1061,23 +886,12 @@ public void CreateLegacyRendererLists() rendererListHandle = m_RenderGraph.CreateSkyboxRendererList(camera, Matrix4x4.identity, Matrix4x4.identity, Matrix4x4.identity, Matrix4x4.identity); Assert.IsTrue(rendererListHandle.IsValid()); }; - camera.Render(); - - GameObject.DestroyImmediate(gameObject); + m_Camera.Render(); } [Test] public void RenderPassWithNoRenderFuncThrows() { - // We need a real ScriptableRenderContext and a camera to execute the render graph - // add the default camera - var gameObject = new GameObject("testGameObject") - { - hideFlags = HideFlags.HideAndDontSave - }; - gameObject.tag = "MainCamera"; - var camera = gameObject.AddComponent(); - // record and execute render graph calls m_RenderGraphTestPipeline.recordRenderGraphBody = (context, camera, cmd) => { @@ -1090,9 +904,7 @@ public void RenderPassWithNoRenderFuncThrows() }; LogAssert.Expect(LogType.Error, "Render Graph Execution error"); LogAssert.Expect(LogType.Exception, "InvalidOperationException: RenderPass TestPassWithNoRenderFunc was not provided with an execute function."); - camera.Render(); - - GameObject.DestroyImmediate(gameObject); + m_Camera.Render(); } /* @@ -1167,15 +979,6 @@ public void RequestAsyncReadbackIntoNativeArrayWorks() const int kHeight = 4; const GraphicsFormat format = GraphicsFormat.R8G8B8A8_SRGB; - // We need a real ScriptableRenderContext and a camera to execute the render graph - // add the default camera - var gameObject = new GameObject("testGameObject") - { - hideFlags = HideFlags.HideAndDontSave, - tag = "MainCamera" - }; - var camera = gameObject.AddComponent(); - NativeArray pixels = default; bool passExecuted = false; @@ -1208,7 +1011,7 @@ public void RequestAsyncReadbackIntoNativeArrayWorks() } }; - camera.Render(); + m_Camera.Render(); AsyncGPUReadback.WaitAllRequests(); @@ -1223,7 +1026,6 @@ public void RequestAsyncReadbackIntoNativeArrayWorks() } pixels.Dispose(); - GameObject.DestroyImmediate(gameObject); } void RenderGraphTest_AsyncReadbackCallback(AsyncGPUReadbackRequest request) @@ -1286,14 +1088,6 @@ class TestBuffersImport [Test, ConditionalIgnore("IgnoreGraphicsAPI", "Compute Shaders are not supported for this Graphics API.")] public void ImportingBufferWorks() { - // We need a real ScriptableRenderContext and a camera to execute the render graph - // add the default camera - var gameObject = new GameObject("testGameObject") - { - hideFlags = HideFlags.HideAndDontSave, - tag = "MainCamera" - }; - var camera = gameObject.AddComponent(); #if UNITY_EDITOR var computeShader = AssetDatabase.LoadAssetAtPath(kPathToComputeShader); #else @@ -1344,7 +1138,7 @@ public void ImportingBufferWorks() } }; - camera.Render(); + m_Camera.Render(); // Read back the data from the buffer float[] result2 = new float[bufferSize]; @@ -1358,5 +1152,90 @@ public void ImportingBufferWorks() Assert.IsTrue(result2[i] == 1.0f); } } + + class RenderGraphTransientTestData + { + public TextureHandle transientTexture; + public TextureHandle whiteTexture; + } + + private static readonly int k_DefaultWhiteTextureID = Shader.PropertyToID("_DefaultWhiteTex"); + + [Test] + public void TransientHandleAreValidatedByCommandBufferSafetyLayer() + { + m_RenderGraphTestPipeline.recordRenderGraphBody = (context, camera, cmd) => + { + using (var builder = m_RenderGraph.AddUnsafePass("TransientPass", out var passData)) + { + builder.AllowPassCulling(false); + + var texDesc = new TextureDesc(Vector2.one, false, false) + { + width = 1920, + height = 1080, + format = GraphicsFormat.B10G11R11_UFloatPack32, + clearBuffer = true, + clearColor = Color.red, + name = "Transient Texture" + }; + passData.transientTexture = builder.CreateTransientTexture(texDesc); + passData.whiteTexture = m_RenderGraph.defaultResources.whiteTexture; + + builder.SetRenderFunc((RenderGraphTransientTestData data, UnsafeGraphContext context) => + { + // Will ensure the transient texture is valid or throw an exception otherwise + Assert.DoesNotThrow(delegate { context.cmd.SetGlobalTexture(k_DefaultWhiteTextureID, data.transientTexture); }); + // Put back white instead + context.cmd.SetGlobalTexture(k_DefaultWhiteTextureID, data.whiteTexture); + }); + } + }; + + m_Camera.Render(); + } + + class TempAllocTestData + { + public TextureHandle whiteTexture; + } + + [Test] + public void GetTempMaterialPropertyBlockAreReleasedAfterRenderGraphNodeExecution() + { + m_RenderGraphTestPipeline.recordRenderGraphBody = (context, camera, cmd) => + { + using (var builder = m_RenderGraph.AddUnsafePass("MPBPass", out var passData)) + { + builder.AllowPassCulling(false); + passData.whiteTexture = m_RenderGraph.defaultResources.whiteTexture; + + builder.SetRenderFunc((TempAllocTestData data, UnsafeGraphContext context) => + { + // no temp alloc yet + Assert.IsTrue(context.renderGraphPool.IsEmpty()); + + var mpb = context.renderGraphPool.GetTempMaterialPropertyBlock(); + mpb.SetTexture(k_DefaultWhiteTextureID, data.whiteTexture); + + // memory temporarily allocated + Assert.IsFalse(context.renderGraphPool.IsEmpty()); + }); + } + + using (var builder = m_RenderGraph.AddUnsafePass("PostPass", out var passData)) + { + builder.AllowPassCulling(false); + + builder.SetRenderFunc((TempAllocTestData data, UnsafeGraphContext context) => + { + // memory has been deallocated at the end of the previous RG node, no leak + Assert.IsTrue(context.renderGraphPool.IsEmpty()); + }); + } + }; + + m_Camera.Render(); + } } } diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphViewerTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphViewerTests.cs index 1ee84a66c2e..411c21ec8a2 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphViewerTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/RenderGraphViewerTests.cs @@ -4,6 +4,7 @@ using System.Runtime.CompilerServices; using NUnit.Framework; using UnityEngine; +using UnityEngine.UIElements; namespace UnityEditor.Rendering.Tests { @@ -25,7 +26,7 @@ static IEnumerable ScriptPathToAssetPathTestCases() // Script in project ( "Assets/File.cs", "Assets/File.cs" ), - // Script in package (this will work regardless of where the package is located, + // Script in package (this will work regardless of where the package is located, // i.e. in Library, embedded in Packages folder, via "file:" dependency or Git URL) ( $"{relativePackagePath}/File.cs".Replace(@"\", "/"), $"{packageInfo.assetPath}/File.cs" ), @@ -52,7 +53,7 @@ static IEnumerable ScriptPathToAssetPathTestCases() yield return new TestCaseData($"./{inputPath}".Replace("/", @"\"), expectedResult); // Absolute paths, Windows separators - yield return new TestCaseData($"{projectPath}/{inputPath}".Replace("/", @"\"), expectedResult); + yield return new TestCaseData($"{projectPath}/{inputPath}".Replace("/", @"\"), expectedResult); #endif } } @@ -76,5 +77,51 @@ public void CallerFilePathToRelative() } string GetCallerFilePath([CallerFilePath] string filePath = null) => filePath; + + static readonly Foldout k_FoldoutElement = new Foldout(); + static IEnumerable SearchFilterTestCases() + { + // To simplify the test, we use square brackets "[]" to indicate search match highlight. + string FormatWithSearchTag(string str) => + str.Replace("[", RenderGraphViewer.k_SelectionColorBeginTag).Replace("]", RenderGraphViewer.k_SelectionColorEndTag); + + TestCaseData MakeTestCase(string content, string searchString, string result, bool isMatch) + { + var dict = new Dictionary>(); + dict[k_FoldoutElement] = new List() { new() { text = content } }; + var testCase = new TestCaseData(dict, searchString, new List { FormatWithSearchTag(result) }, isMatch); + testCase.SetName($"Searching \"{content}\" for \"{searchString}\" results in \"{result}\" (match={isMatch})"); + return testCase; + } + + // Basic string matches + yield return MakeTestCase("Text", "Te", "[Te]xt", true); + yield return MakeTestCase("Text", "xt", "Te[xt]", true); + yield return MakeTestCase("Text", "Foo", "Text", false); + yield return MakeTestCase("Text", "", "Text", true); + // Only first match per string is highlighted + yield return MakeTestCase("Text Text Text", "Text", "[Text] Text Text", true); + // Verify tags inside target text don't get broken + yield return MakeTestCase("Bold Text", "Text", "Bold [Text]", true); + yield return MakeTestCase("Bold Text", "b", "[B]old Text", true); + yield return MakeTestCase("No Match Here", "b", "No Match Here", false); + yield return MakeTestCase("Multiple Tags", "i", "Mult[i]ple Tags", true); + yield return MakeTestCase("Many Tags", "i", "Many Tags", false); + yield return MakeTestCase("Text
On
Three Lines", "On", "Text
[On]
Three Lines", true); + + } + + [Test, TestCaseSource(nameof(SearchFilterTestCases))] + public void SearchFiltering(Dictionary> content, string searchString, List expectedResults, bool isMatch) + { + RenderGraphViewer.PerformSearch(content, searchString); + + var elements = content[k_FoldoutElement]; + for (int i = 0; i < elements.Count; i++) + { + Assert.AreEqual(elements[i].text, expectedResults[i]); + Assert.AreEqual(k_FoldoutElement.style.display.value, isMatch ? DisplayStyle.Flex : DisplayStyle.None); + } + } } } diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Unity.RenderPipelines.Core.Editor.Tests.asmdef b/Packages/com.unity.render-pipelines.core/Tests/Editor/Unity.RenderPipelines.Core.Editor.Tests.asmdef index cd34a7d1f6d..1d43eb285b9 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Unity.RenderPipelines.Core.Editor.Tests.asmdef +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/Unity.RenderPipelines.Core.Editor.Tests.asmdef @@ -9,7 +9,8 @@ "GUID:d8b63aba1907145bea998dd612889d6b", "GUID:4fd6538c1c56b409fb53fdf0183170ec", "GUID:e0cd26848372d4e5c891c569017e11f1", - "GUID:bf043f86dbf1bda4398ec83eebe40b8c" + "GUID:bf043f86dbf1bda4398ec83eebe40b8c", + "GUID:aa4a944c34c4c5449b84975fb1570dad" ], "includePlatforms": [ "Editor" @@ -26,4 +27,4 @@ ], "versionDefines": [], "noEngineReferences": false -} +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/RenderPipelineTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/RenderPipelineTests.cs index 02f7e8eb621..65a1988f560 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/RenderPipelineTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/Volumes/RenderPipelineTests.cs @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.Tests { - class RenderPipelineTests + internal class RenderPipelineTests { RenderPipelineAsset m_PreviousRenderPipelineAssetInGraphicsSettings; RenderPipelineAsset m_PreviousRenderPipelineAssetInQualitySettings; diff --git a/Packages/com.unity.render-pipelines.core/Tests/Runtime/AssemblyInfos.cs b/Packages/com.unity.render-pipelines.core/Tests/Runtime/AssemblyInfos.cs index 89789ef4a5e..d1f436bab46 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Runtime/AssemblyInfos.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Runtime/AssemblyInfos.cs @@ -1,3 +1,5 @@ using System.Runtime.CompilerServices; [assembly: InternalsVisibleTo("Unity.RenderPipelines.Core.Editor.Tests")] +[assembly: InternalsVisibleTo("SRPSmoke.Runtime.Tests")] +[assembly: InternalsVisibleTo("SRPSmoke.Editor.Tests")] diff --git a/Packages/com.unity.render-pipelines.core/package.json b/Packages/com.unity.render-pipelines.core/package.json index 94cb2dbebe0..cb525613e7c 100644 --- a/Packages/com.unity.render-pipelines.core/package.json +++ b/Packages/com.unity.render-pipelines.core/package.json @@ -1,12 +1,12 @@ { "name": "com.unity.render-pipelines.core", "description": "SRP Core makes it easier to create or customize a Scriptable Render Pipeline (SRP). SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and shader libraries. The code in SRP Core is use by the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.", - "version": "17.0.3", - "unity": "6000.0", + "version": "17.1.0", + "unity": "6000.1", "displayName": "Core RP Library", "dependencies": { "com.unity.burst": "1.8.14", - "com.unity.mathematics": "1.3.2", + "com.unity.mathematics": "1.3.2", "com.unity.ugui": "2.0.0", "com.unity.collections": "2.4.3", "com.unity.modules.physics": "1.0.0", @@ -14,4 +14,4 @@ "com.unity.modules.jsonserialize": "1.0.0", "com.unity.rendering.light-transport": "1.0.1" } -} +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.high-definition-config/CHANGELOG.md b/Packages/com.unity.render-pipelines.high-definition-config/CHANGELOG.md index 5f061ba7a7c..bce83452e88 100644 --- a/Packages/com.unity.render-pipelines.high-definition-config/CHANGELOG.md +++ b/Packages/com.unity.render-pipelines.high-definition-config/CHANGELOG.md @@ -10,6 +10,13 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. Version Updated The version number for this package has increased due to a version update of a related graphics package. +## [17.0.3] - 2025-02-13 + +This version is compatible with Unity 6000.2.0a1. + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + ## [17.0.2] - 2024-04-02 This version is compatible with Unity 6000.0.0b15. diff --git a/Packages/com.unity.render-pipelines.high-definition-config/package.json b/Packages/com.unity.render-pipelines.high-definition-config/package.json index a7d9c42a350..1b4ba88114f 100644 --- a/Packages/com.unity.render-pipelines.high-definition-config/package.json +++ b/Packages/com.unity.render-pipelines.high-definition-config/package.json @@ -1,10 +1,10 @@ { "name": "com.unity.render-pipelines.high-definition-config", "description": "Configuration files for the High Definition Render Pipeline.", - "version": "17.0.3", - "unity": "6000.0", + "version": "17.1.0", + "unity": "6000.1", "displayName": "High Definition RP Config", "dependencies": { - "com.unity.render-pipelines.core": "17.0.3" + "com.unity.render-pipelines.core": "17.1.0" } } \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.high-definition/CHANGELOG.md b/Packages/com.unity.render-pipelines.high-definition/CHANGELOG.md index 50c15881c72..b86905bc21c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/Packages/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -10,6 +10,161 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. Version Updated The version number for this package has increased due to a version update of a related graphics package. +## [17.0.3] - 2025-02-13 + +This version is compatible with Unity 6000.2.0a1. + +### Changed +- Wizard - Simplified the list of validations for IRenderPipelineGraphicsSettings. +- Improved the water sample by adding a cave scene using caustics and deformation texture. +- Improved Depth usage performance for some platforms. +- Added SG custom refraction example to Transparency sample. +- Added environment samples showcasing environment effects together. +- Optimised the water vertex shader. +- Improved decal region resolution on non-infinite surfaces. +- Reduced memory usage when foam is disabled. +- Improved the batching of the Lit shaders in HDRP. +- Allow using Solid Angle Culling Mode in Ray Tracing Settings volume override. This ray tracing culling mode rejects objects that are small enough or that are far away from the camera position based on their projected solid angle. These will not be added to the ray tracing acceleration structure. +- Added the option to compose hair before color pyramid but after clouds. +- Added a slider to High Quality Line Rendering Volume Component to specify when to omit depth and motion vector write if alpha is too low. +- Simplified the list of validations for `IRenderPipelineGraphicsSettings`. +- Improved water sample by adding a cave scene using caustics and deformation texture. + +### Fixed +- Fixed layer index out of range in LayeredLitGUI. +- Fixed advanced upsampler settings not visible on platforms where they are not supported. +- Fixed cloud layers not being drawn behind transparent refractive objects. +- Fixed HairVertex instancing-related shader-compilation issues. +- Ignore material variants with log message. +- Ensure custom post-processing effects are disabled when post-processing is disabled. +- Fixed black line artifacts on top of the screen with DRS and downsampled SSAO. +- Fixed wrong SSR when using a shader graph with a clear coat value of 0. +- Fixed Screen-Space Subsurface Scattering leaking from material with a subsurface mask set to 0. +- Fixed a bug that caused HDAdditionalLightData with preserveCachedShadow to be evicted from the cachedShadowManager. +- Fixed an issue where DebugDisplay Camera list grew beyond number of active cameras, every time a camera was registered or unregistered. +- Fixed a shader error when using water excluder with entities. +- Fixed an issue by adding clamp to HairAngleWorld to prevent nan from FastASin. +- Fixed an issue to avoid calling the Cleanup method twice so the celestial data remains. +- Fixed errors that would occur when building the XR player with Water System enabled. +- Removed the "Setting MRTs without a depth buffer is not supported" error in Volumetric Clouds Combine pass. +- Fixed visual artifacts when using the Graphics Compositor on the editor on MacOS. The issue occurred when changing the "Output Camera" and the "Clear Color" field was disabled. +- Fixed invalid global state pushed when using override camera rendering in the CustomPassUtils functions. +- Fixed shader warning in sub-surface scattering compute. +- Fixed color pyramid sampling when distortion is enabled after the distortion pass. +- Removed the FixAll button from the High Definition Render Pipeline (HDRP) Wizard when no automated fix is available. +- Added a condition to the Receiver Motion Rejection feature that checks whether a pixel has actually moved. +- Fixed an issue where High Definition Render Pipeline (HDRP) ambient scene lighting was leaking into the material preview window. +- Fixed an issue that prevented changing the Shadow Map resolution for `HDAdditionalLightData` when using `preserveCachedShadow`. +- Fixed an issue with High Definition Render Pipeline (HDRP) sky rendering when Camera Relative Rendering is disabled. + + +- Fixed visual artifacts that occurred when blending cascade shadows and distance shadow masks. +- Updated the High Definition Render Pipeline (HDRP) Wizard to no longer assume a check failure while awaiting a reply from the Package Manager. The Wizard now displays a specific pending icon during this process. +- Fixed an issue where the padding in the Lighting window was different between tabs. +- Fixed a Sensor SDK compilation issue in DXR-enabled HDRP projects. +- Fixed an issue where underwater collider bounds checks were inaccurate when the collider was rotated. +- Added framesettings to render volumetric clouds in half resolution to reduce jittering. +- Fixed invalid AABB errors for some projects. +- Fixed an issuse with viewport flickering when multi-frame rendering API is used with certain parameters. +- Optimized water foam reprojection when it's unused. +- Fixed `materialValidatorDebugModeEnumIndex` so that it does not get stuck in the Rendering Debugger when enabling another mode. +- Fixed a corruption issue when using a non square atlas and improve blit performance. +- Improved the Rendering Debugger to allow changing the mat cap values. +- Added a shortcut to modify the Advanced properties within the Water System Inspector: +- Fixed inconsistent text capitalizations in various parts of the Editor. +- Fixed reflection probe baking exception when fog multiple scattering is enabled in certain conditions. +- Fixed a potentially deadlocking StageRasterBin kernel in Hair system. +- Fixed Alpha missing from HQ line rendering. +- Fixed an icons used by the HDRP wizard issue. +- Fixed shader warnings from TAA shader on Metal. +- Fixed format error in public documentation. +- Fixed an issue where the default terrain shader for HDRP was outputting incorrect albedo values to the lightmapper. +- Fixed missing API to sync clouds over network. +- Fixed issue when directional light dimmer is set to 0. +- Fixed eye dropper not showing on the PBR sky inspector. +- XRMultipass - RenderPipelineManager.beginCameraRendering and RenderPipelineManager.endCameraRendering was called 1 time for each pass instead of 1 time for each camera. +- Fixed static lighting sky used when baking multiple scenes. +- Fixed artefacts on borders between volumetric clouds and geometry. +- Fixed perceptual blending option on volumetric clouds. +- Fixed graphical issue when resizing Reflection Probe sizes on macOS. +- Fixed an issue where Terrains with 4 layers or less displayed a checker texture when using debug views. +- Fixed volumetric fog samples broken link. +- Fixed material samples broken link. +- Fixed a crash when creating renderers in a Custom Pass (HDRP). +- Fixed volumetric fog reprojection buffers allocated even if the denoising mode is not set to Reprojection. +- Fixed world space UI not outputting motion vectors. +- Fixed an out of range exception in HDRP when reaching the max amount of shadows on screen. +- Fixed a crash in HDRP when reaching the max amount of shadows on screen. +- Fixed lens flare screen space and bloom frame settings confusion. +- Fixed range remap for decal materials. +- Fixed water mask applied before deformation. +- Fixed error when drawing water excluder gizmo. +- Cull water decals based on distance to camera. +- Fixed water decals not affecting simulation mask. +- Fixed foam and deformation using separate regions. +- Fixed deformation offset when water surface is rotated. +- Fixed water decal gizmo when scale is non uniform. +- Fixed decals not updated in atlas when ShaderGraph is saved. +- Changed `ProbeSettings.cubeResolution` field from internal to public. +- Fixed time of day script in environement sample. +- Fixed light culling for raytracing. +- Fixed a disc area light calculation used for light unit conversion, which was previously incorrect by a factor of Pi. +- Fixed clouds rendering on top of geometry. +- Fixed clouds interaction with thin geometry. +- Allowed TAAU, CAS, and STP to execute after the DoF or after all the post-processes like the other advanced upsamplers. +- Fixed broken link in fullscreen samples. +- Fixed missing UNITY_MATRIX_IT_MV define in HDRP shaders. +- Fixed an issue where UI images using render textures would not render properly with HDR enabled. +- Fixed an issue where reimporting ShaderGraph trigged a UnityVCS/Perfoce local checkout. +- Fixed SSMS slider not showing when volumetric fog was disabled. +- Fixed offscreen UI rendering when HDR is enabled. +- Set the 'Maximum Shadows on Screen' limit to 65536 in order not to exceed the maximum size of the buffer. +- Fixed an issue that caused the Disable Color Tint setting in a shader graph to have no effect. +- Fixed TAA Contrast Adaptive Sharpening when no upsampling was enabled. +- Fixed an issue with EndCameraRendering being called before renderContext submission. +- Fixed depth issues that occurred during transparent object rendering when dynamic scaling was used with fractional values. +- Fixed an issue to push the correct cascade shadow matrix for each cascade. +- Fixed an issue so light intensity now correctly increases when 'Lux at Distance' increases and vice versa. +- Fixed depth of field blocky artifacts when using a high blur radius. +- Fixed some depth of field jittering with objects in the near field and TAA enabled. +- PBR depth of field now has a bokeh shape that corresponds better to the aperture settings of the camera. +- Fixed an issue where alpha clamping to BloomPrefilter.compute was missing. +- Fixed volumetric cloud clipping through geometry. +- Fixed an issue where HDProbes created depth resources that were never used, leading to unnecessary GPU memory usage. +- Fixed an issue where HDRP CustomPass created an unnecessary color resource, leading to unnecessary GPU memory usage. +- Fixed a sun flicker where the sun is close to cloud boundaries. +- Fixed an issue where cascade shadows and distance shadowmask were not blended properly. +- Updated HDRP to use the new TextureDesc field format instead of colorFormat and depthBufferBits to avoid a performance regression and subtle issues. +- Fixed distortion in Unlit Shader Graph. +- Fixed the artifact of non-physical DOF if it's used with TAA and dynamic resolution; The artifacts appear for a frame after the screen resolution changes. +- Fixed UI overflow and stencil based effects not working in HDRP. +- Fixed uninitalized/unused shader warnings. +- Fixed `WorldLightManager.Collect` so it no longer has poor performance when a large amount of GameObjects are present in the scene. +- Fixed an issue that would cause volumetric shadow clipping issues in some camera angles. +- Fixed the option to edit advanced upsampling that aren't visible on platforms when they're not supported. +- Ensure custom post-processing effects are disabled when post-processing is disabled. +- Ignore material variants with log message. +- Fixed HairVertex instancing-related shader-compilation issues. +- Fixed cloud layers not being drawn behind transparent refractive objects. +- Fixed an issue that caused HDAdditionalLightData with preserveCachedShadow to be evicted from the cachedShadowManager. +- Fixed an issue with shader error when using water excluder with entities. +- Fixed to avoid calling the Cleanup method twice so the celestial data remains. +- Fixed errors when building XR player with Water System enabled. +- Removed 'Setting MRTs without a depth buffer is not supported' error in Volumetric Clouds Combine pass. +- Fixed an issue by adding clamp to HairAngleWorld to prevent nan from FastASin. +- Fixed layer index out of range in LayeredLitGUI. +- Fixed HDRP wizard to not show FixAll button anymore when no automated fix is available. +- Fixes the bug where DebugDisplay Camera list grew beyond number of active cameras, every time a camera was registered or unregistered. +- Fixed black line artifacts on top of the screen with DRS and downsampled SSAO +- Fixed invalid global state pushed when using override camera rendering in the CustomPassUtils functions. +- Fixed an issue that caused an inability to change the Shadow Map resolution for HDAdditionalLightData with preserveCachedShadow. +- Fixed HDRP sky rendering when Camera Relative Rendering is disabled. +- High Definition Render Pipeline's Wizard will no longer assume a check fail while waiting a reply from the Package Manager and will display a specific pending icon. +- Fixed wrong SSR when using a shader graph with a clear coat value of 0. +- Fixed artifacts when blending cascade shadows and distance shadowmask. +- Fixed an issue by adding a condition to the Receiver Motion Rejection function(feature) to check that the pixel has actually moved. +- Fixed an issue where the padding in the Lighting window was different between tabs. + ## [17.0.2] - 2024-04-02 This version is compatible with Unity 6000.0.0b15. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Alpha-Output.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Alpha-Output.md index 3f871f1c7f0..61f76536d3a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Alpha-Output.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Alpha-Output.md @@ -27,22 +27,22 @@ Rendering Buffer Format | Post-processing Buffer Format | Alpha Output ## DoF and Alpha Output Another case which might require post-processing of the alpha channel is for scenes that use Depth Of Field. In this case, if the alpha isn't processed, compositing results in a sharp cut-off of an object that appears blurred. This is better illustrated in the images below: -![](Images/DoFAlpha.png) +![An out-of-focus sphere composited over a solid blue background using a R16G16B16A16 buffer format for both rendering and post-processing. In this case, DoF is applied in the alpha channel, resulting in a proper composition.](Images/DoFAlpha.png) An out-of-focus sphere composited over a solid blue background using a R16G16B16A16 buffer format for both rendering and post-processing. In this case, DoF is applied in the alpha channel, resulting in a proper composition (the output alpha used in the composition is shown in the image inset). -![](Images/DoFAlphaCopy.png) +![An out-of-focus sphere composited over a solid blue background using AlphaCopy. In this case, DoF isn't applied in the alpha channel, resulting in a sharp outline around the composited sphere.](Images/DoFAlphaCopy.png) An out-of-focus sphere composited over a solid blue background using AlphaCopy. In this case, DoF isn't applied in the alpha channel, resulting in a sharp outline around the composited sphere (the output alpha used in the composition is shown in the image inset). ## Temporal Anti-Aliasing and Alpha Output When you enable Temporal Anti-Aliasing (TAA), it's highly recommended to enable post-processing for the alpha channel (R16G16B16A16 format for both rendering and post-processing). If the alpha channel isn't post-processed, then the alpha mask is jittered, as shown in the images below: -![](Images/TAA_AlphaCopy.gif) +![A sphere rendered with TAA using AlphaCopy, composited over a solid blue background using the alpha channel. The alpha channel isn't temporally stabilized by TAA, resulting in jittering on the final image.](Images/TAA_AlphaCopy.gif) A sphere rendered with TAA using AlphaCopy, composited over a solid blue background using the alpha channel. The alpha channel isn't temporally stabilized by TAA, resulting in jittering on the final image. -![](Images/TAA_Alpha.gif) +![A sphere rendered with TAA, composited over a solid blue background using the alpha channel. TAA is also applied in the alpha channel, resulting in a stable composition.](Images/TAA_Alpha.gif) A sphere rendered with TAA (R16G16B16A16 for both rendering and post-processing), composited over a solid blue background using the alpha channel. TAA is also applied in the alpha channel, resulting in a stable composition. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Compute-Thickness.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Compute-Thickness.md index e3b5f073659..5680b131d35 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Compute-Thickness.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Compute-Thickness.md @@ -1,6 +1,6 @@ # Compute Thickness -![](Images/ComputeThickness.png) +![A detailed dragon statuette made of a translucent green material.](Images/ComputeThickness.png) HDRP can use the optical path to make transparent or opaque materials appear more dense in larger internal areas of a mesh. This is called compute thickness. @@ -90,9 +90,7 @@ HDRP creates a texture that contains the thickness of all the GameObjects in eac HDRP calculates compute thickness for opaque materials before transparent materials. This means opaque materials affect the thickness of transparent materials, but opaque materials do not affect each other’s thickness. -For example, the image below displays two spheres that use a compute thickness material and intersect an opaque checkerboard plane. The transparent sphere (A) has a dark edge where the plane intersects it, but the opaque plane does not affect the opaque sphere (B). - -![](Images/computethickness_transparency.png) +![Two spheres that use a compute thickness material and intersect an opaque checkerboard plane. The transparent sphere (A) has a dark edge where the plane intersects it, but the opaque plane doesn't affect the opaque sphere (B).](Images/computethickness_transparency.png)
A: A sphere with a transparent compute thickness material intersecting an opaque plane. B: A sphere with an opaque compute thickness material intersecting an opaque plane. @@ -140,17 +138,17 @@ To visualize the compute thickness debug mode, perform the following actions: This view displays the thickness or overlap count of the objects in the layer you select in the **Layer Mask** property. -![](Images/ComputeThickness_Debug.png) +![A model shown in the default compute thickness debug view, and the debug view when you enable **Show Overlap Count**. In the second view, yellow areas indicate a high number of overlapping triangles.](Images/ComputeThickness_Debug.png) A: The default appearance of the compute thickness debug view. -B: The compute thickness debug view when you enable **Show Overlap Count** . +B: The compute thickness debug view when you enable **Show Overlap Count**. | **Debug view color** | **Description** | | ------------------------------------------------------------ | ------------------------------------------------------------ | -| ![img](Images/computethickness_debug_vidris.png)Vidris color scale | A gradient scale that represents thickness. Purple represents the minimum thickness and yellow represents the maximum thickness.
When you enable **Show Overlap Count,** yellow areas indicate a high number of overlapping triangles. | -| ![img](Images/computethickness_debug_red.png)Red | Negative thickness caused by an open mesh, flipped triangles, or an odd number of triangles in the optical path. | -| ![img](Images/computethickness_debug_gray.png)Gray | The default background color.
Gray areas inside a mesh indicate pixels that are in a similar position (z-fight) or have no thickness. | -| ![img](Images/computethickness_debug_orange.png)Orange | Compute Thickness is not active in HDRP graphics settings. To fix this, [enable compute thickness](#computethickness-enable). | -| ![img](Images/computethickness_debug_pink.png)Pink | This layer is not assigned to the HDRP Asset’s Layer Mask property. To fix this, [enable compute thickness](#computethickness-enable). | +| ![Vidris color scale](Images/computethickness_debug_vidris.png)Vidris color scale | A gradient scale that represents thickness. Purple represents the minimum thickness and yellow represents the maximum thickness.
When you enable **Show Overlap Count,** yellow areas indicate a high number of overlapping triangles. | +| ![Red](Images/computethickness_debug_red.png)Red | Negative thickness caused by an open mesh, flipped triangles, or an odd number of triangles in the optical path. | +| ![Gray](Images/computethickness_debug_gray.png)Gray | The default background color.
Gray areas inside a mesh indicate pixels that are in a similar position (z-fight) or have no thickness. | +| ![Orange](Images/computethickness_debug_orange.png)Orange | Compute Thickness is not active in HDRP graphics settings. To fix this, [enable compute thickness](#computethickness-enable). | +| ![Pink](Images/computethickness_debug_pink.png)Pink | This layer is not assigned to the HDRP Asset’s Layer Mask property. To fix this, [enable compute thickness](#computethickness-enable). | ## Limitations diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Frame-Debugger.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Frame-Debugger.md deleted file mode 100644 index 1ee40904548..00000000000 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Frame-Debugger.md +++ /dev/null @@ -1,11 +0,0 @@ -# Viewing a Custom Pass in the Frame Debugger - -You can use the [Frame Debugger](https://docs.unity3d.com/Manual/FrameDebugger.html) to examine every draw call you issued in the Custom Pass. To find your pass, look for the name you gave your Custom Pass in the Custom Pass Volume component. - -In this example, the Custom Pass is called **My Outline Pass**. The **Frame Debug** window (menu: - -**Window > Analysis > Frame Debugger**) displays the steps that **My Outline Pass** executes in the left window, highlighted in the image below: - -![](images/Custom_Pass_Frame_Debug.png) - -To learn more about the Frame Debugger, see the [Frame Debugger](https://docs.unity3d.com/Manual/FrameDebugger.html) documentation. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Injection-Points.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Injection-Points.md index 89bddeb728f..c44d7802ccd 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Injection-Points.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass-Injection-Points.md @@ -23,6 +23,3 @@ Unity triggers the following injection points in a frame, in order from top to b | BeforeTransparent | Color (Pyramid \| Read \| Write), Depth (Read \| Write), Normal and roughness (Read), Motion Vectors (Read) | The available buffers for this injection point contain:
- All opaque objects.
- Transparent PreRefraction objects.
- Transparent objects with depth-prepass and screen space reflections (SSR) enabled.

In this Injection Point you can sample the color pyramid that Unity uses for transparent refraction. You can use this to create a blur effect. All objects Unity renders in this injection point will not be in the color pyramid.

You can also use this injection point to draw some transparent objects that refract the whole scene, like water. | | BeforePostProcess | Color (Pyramid \| Read \| Write), Depth (Read \| Write), Normal and roughness (Read), Motion Vectors (Read) | The available buffers for this injection point contain all geometry in the frame that uses High Dynamic Range (HDR). | | AfterPostProcess | Color (Read \| Write), Depth (Read) | The available buffers for this injection point contain the final render of the scene, including post-process effects.

This injection point executes the available buffers after Unity applies any post-processing effects.

If you select this injection point, objects that use the depth buffer display jittering artifacts.

When you select this injection point for a [FullscreenCustom Pass](custom-pass-create-gameobject.md#full-screen-custom-pass), Unity assigns the camera color buffer as the target by default. | - -The purple boxes correspond to the injection points above in this diagram representing the pass layout in HDRP: -![](Images/HDRP-frame-graph-diagram.png) \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md index 74248e7696a..a58dd6c4047 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md @@ -6,6 +6,12 @@ The section contains the following settings that let you define project-wide set You can also add your own settings. Refer to [Add custom settings](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/manual/add-custom-graphics-settings.html) in the Scriptable Render Pipeline (SRP) Core manual for more information. +## Lightmap Sampling Settings + +| **Property** | **Description** | +| --------------------------| ------------------------------------------------------------ | +| **Use Bicubic Lightmap Sampling** | Improves the visual fidelity of lightmaps by smoothening sharp or jagged edges, especially at the edges of shadows. Enabling this property might reduce performance on lower-end platforms. | + ## Additional Shader Stripping Settings | **Property** | **Description** | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Double-Sided.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Double-Sided.md index 40edb4a4311..c188e48d858 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Double-Sided.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Double-Sided.md @@ -2,7 +2,7 @@ This setting controls whether The High Definition Render Pipeline (HDRP) renders both faces of the geometry of GameObjects using this Material, or just the front face. - ![](Images/DoubleSided1.png) + ![Half a cube. Two arrows represent the normals of the front faces, which point along the x-axis and y-axis. The opposite side of those faces are labelled as the back faces.](Images/DoubleSided1.png) This setting is disabled by default. Enable it if you want HDRP to render both faces of your geometry. When disabled, HDRP [culls](https://docs.unity3d.com/Manual/SL-CullAndDepth.html) the back-facing polygons of your geometry and only renders front-facing polygons. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Environement-Limitations.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Environment-Limitations.md similarity index 100% rename from Packages/com.unity.render-pipelines.high-definition/Documentation~/Environement-Limitations.md rename to Packages/com.unity.render-pipelines.high-definition/Documentation~/Environment-Limitations.md diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Glossary.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Glossary.md index c2510eb6521..0a83106cb6c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Glossary.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Glossary.md @@ -113,8 +113,6 @@ An anti-aliasing technique that uses frames from a history buffer to smooth edge A measure of the amount of light ([luminous flux](#LuminousFlux)) falling onto a given area. Differs from luminance because illuminance is a specific measurement of light whereas luminance describes visual perceptions of light. -![](Images/GlossaryLighting3.png) - #### luminous flux: diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md index a6f354177fa..995cb82f790 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md @@ -76,19 +76,19 @@ HDRP Shaders allow you to use the following features: ### Lit Shader -![](Images/HDRPFeatures-LitShader.png) +![A large group of spheres, each of which uses a different material.](Images/HDRPFeatures-LitShader.png) The Lit Shader is the default Shader in HDRP. Use the Lit Shader to create realistic Materials. The Lit Shader also includes options for effects including subsurface scattering, iridescence, and translucency. For more information, including the full list of Shader properties, see the [Lit Shader documentation](lit-material.md) and [Lit master stack](lit-master-stack-reference.md). ### Layered Lit Shader -![](Images/HDRPFeatures-LayeredLitShader.png) +![A close-up of a rocky, grassy landscape.](Images/HDRPFeatures-LayeredLitShader.png) The Layered Lit Shader combines a main Material with other tileable Materials to produce visuals with a similar quality to a single high-resolution texture, but in a way that's less resource intensive than a [Lit Shader](lit-material.md) using the single high-resolution Texture. For more information, including a full list of Shader properties, see the [Layered Lit Shader documentation](layered-lit-material-inspector-reference.md). ### Unlit Shader -![](Images/HDRPFeatures-UnlitShader.png) +![Glowing strip lights.](Images/HDRPFeatures-UnlitShader.png) The Unlit Shader allows you to create Materials that aren't affected by lighting. Unlit Shaders are perfect for visual effects. For more information, including a full list of Shader properties, see the [Unlit Shader documentation](unlit-shader.md) and [Unlit master stack](unlit-master-stack-reference.md). @@ -96,13 +96,13 @@ With the **Shadow Matte** option, you can have the surface receive shadow withou ### StackLit Shader -![](Images/HDRPFeatures-StackLitShader.png) +![A row of red sphere-like plastic shapes with reflective and opaque surfaces.](Images/HDRPFeatures-StackLitShader.png) The StackLit Shader is a higher quality than the Lit Shader, but more resource intensive. This Shader coats surfaces more accurately than the Lit Shader, and, unlike the Lit Shader, allows you to use multiple Material features like anisotropy, subsurface scattering iridescence, and hazy parametrization at the same time. For more information, including a full list of Shader properties, see the [Stacklit master stack](stacklit-master-stack-reference.md) ### Hair Shader -![](Images/HDRPFeatures-HairShader.png) +![Two views of a woman with realistic flowing hair.](Images/HDRPFeatures-HairShader.png) The Hair Shader is purpose-built to accurately render realistic and stylized hair in your Unity Project. You can use the following modes: - Physically based: Uses the Marschner lighting model with multiple scattering to improve the realism of light-colored hair. @@ -112,13 +112,13 @@ For more information, including a full list of Shader properties, see the [Hair ### Fabric Shader -![](Images/HDRPFeatures-FabricShader.png) +![A close-up of a sphere with a detailed fabric texture.](Images/HDRPFeatures-FabricShader.png) The Fabric Shader allows you to render realistic fabric Materials in HDRP. You can use the cotton wool or silk lighting model to create a wide variety of fabrics. For more information, including a full list of Shader properties, see [Create a fabric material](create-a-fabric-material.md). ### Eye Shader -![](Images/HDRPFeatures-EyeShader.png) +![Six floating eyeballs.](Images/HDRPFeatures-EyeShader.png) The Eye Shader allows you to render realistic eye Materials in HDRP. The Eye shader can use the following material types: - Eye: Uses a low resource-intensity method to calculate caustics. @@ -130,13 +130,13 @@ For more information, including a full list of Shader properties, see the [Eye S ### AxF Shader -![](Images/HDRPFeatures-AxFShader.png) +![Seven spheres floating against a forest backdrop, each with a different realistic surface texture.](Images/HDRPFeatures-AxFShader.png) The AxF Shader supports the [X-Rite AxF](https://www.xrite.com/axf) measured Material format. The AxF importer, available in [Unity Enterprise for Product Lifecylce](https://unity.com/products/unity-enterprise-product-lifecycle), automatically populates an AxF Material when it imports AxF Assets. For more information, including a full list of Shader properties, see the [AxF Shader documentation](AxF-material-inspector-reference.md). ### Decals -![](Images/HDRPFeatures-DecalShader.png) +![Rocky ground with two iridescent oil patches.](Images/HDRPFeatures-DecalShader.png) Use Decals to apply a separate texture to surfaces in your Scene. To apply a decal to a surface, you can either use the [Decal Projector component](decal-projector-reference.md) to project the decal onto the surface, or assign the decal shader directly to a Mesh and then place the Mesh on the surface. @@ -146,17 +146,17 @@ For more information, see [Decals](decals.md). ### Terrain Shader -![](Images/HDRPFeatures-TerrainShader.png) +![A mountain range.](Images/HDRPFeatures-TerrainShader.png) The Terrain Lit Shader is compatible with the built-in terrain system and supports up to eight layers in a single draw call. This Shader uses the same lighting model as the Lit Shader. For more information, including the full list of Shader properties, see the [Terrain Lit Shader documentation](terrain-lit-material.md). ### Compute Thickness -![](Images/HDRPFeatures-ComputeThickness.png) +![A detailed dragon statuette rendered using various techniques.](Images/HDRPFeatures-ComputeThickness.png) Compute Thickness is a screen-space pass that calculates the accumulated [thickness](Compute-Thickness.md) of objects in a specific Layer. HDRP calculates the optical path and overlap count, which you can use with [Subsurface Scattering](skin-and-diffusive-surfaces-subsurface-scattering.md) and [Refraction](Override-Screen-Space-Refraction.md). You can also use the overlap count to calculate compute thickness on non-closed or flat geometry like vegetation. Use the [HD Sample Buffer](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?preview=1&subfolder=/manual/HD-Sample-Buffer-Node.html) node to sample the thickness in a Shader Graph. ### Volumetric Materials -![VolumetricMaterials](Images/VolumetricMaterials.png) +![A plane with a layer of fog floating above it.](Images/VolumetricMaterials.png) In HDRP, you can control the density of fog in an area to create a Volumetric fog effect. Use a [local volumetric fog](create-a-local-fog-effect.md) volume override to set a 3D Mask texture or a shader graph that controls the fog color and the density. @@ -168,7 +168,7 @@ The Visual Effect Graph supports volumetric outputs, like the [Volume (Cone)](ht ### Light types -![](Images/HDRPFeatures-LightTypes.png) +![Three glowing strip lights in a dark, foggy industrial environment.](Images/HDRPFeatures-LightTypes.png) The HDRP light types use [physical light units](#PLU) to help you light your Scene in the most realistic way possible. To assist you in creating physically accurate lights, the [Light component](Light-Component.md) Inspector includes icons alongside the **Intensity** and **Temperature** properties. Each icon displays the real-world light source that the value of each property currently represents. Each icon is also a button which you can click to access a list of preset values that match real-world light sources. For lights to behave properly when using PLU, you need to respect HDRP unit convention (1 Unity unit equals 1 meter). The HDRP light types are: @@ -205,7 +205,7 @@ For more information, including the full list of light properties, see the [Ligh ### Rendering Layers -![](Images/HDRPFeatures-LightLayers.png) +![Three spheres, labelled to show that each receives light from different lights.](Images/HDRPFeatures-LightLayers.png) Rendering Layers are Layer Masks that you specify for Lights, Decals and Meshes. Lights only illuminate Meshes that are on the same Rendering Layer. You can also use Rendering Layers in the shadow map settings to decouple shadows from lighting. For more information on Rendering Layers, see the [Rendering Layers documentation](Rendering-Layers.md). @@ -213,20 +213,16 @@ You can use Rendering layers in the shadow map dropdown to control which GameObj ### IES Profiles and light cookies -![](Images/HDRPFeatures-IESProfiles.png) +![Four detailed dragon statuettes, each lit using a different type or color of spotlight.](Images/HDRPFeatures-IESProfiles.png) HDRP supports the Illuminating Engineering Society's (IES) file format for describing the distribution of light from a light source. HDRP supports the IES profile for Point, Spot (Cone, Pyramid, and Box), and rectangular Area [Lights](Light-Component.md). You can also mix the IES profile with [cookies](https://docs.unity3d.com/Manual/Cookies.html) and even use the profile and cookie mix for [light map baking](https://docs.unity3d.com/Manual/LightMode-Baked.html). ### Light Anchor -![](Images/LightAnchor0.png) - HDRP's [Light Anchor component](light-anchor.md) allows you to manipulate a light from the Main Camera view. ### Light Explorer -![](Images/LightExplorer.png) - HDRP adds options to the [Light Explorer](https://docs.unity3d.com/Manual/LightingExplorer.html) that you can use to select and edit the following light sources: - Directional lights - Point lights @@ -238,32 +234,32 @@ HDRP adds options to the [Light Explorer](https://docs.unity3d.com/Manual/Lighti ### Lens Flare, data-driven -![](Images/LensFlareSamples2.png) +![A lens flare from a bright sun viewed from space.](Images/LensFlareSamples2.png) Use HDRP's data-driven Lens Flare system provides a [lens flare asset](shared/lens-flare/lens-flare-asset.md) and a [lens flare component](shared/lens-flare/lens-flare-component.md) that you can attach to any GameObject. You can control each element of a Lens Flare individually. ### Lens Flare, Screen Space -![](Images/ScreenSpaceLensFlare-feature.png) +![A sports car in a town square at sunset, with lens flares from its metal bumper.](Images/ScreenSpaceLensFlare-feature.png) HDRP generates the Screen Space Lens Flare effect from screen information to create multiple types of flares based on the [Bloom](Post-Processing-Bloom.md) texture. This is useful for view-dependent bright spots (like specular reflection and overexposed areas) that don't have a defined position in world space. ### Reflection probes -![](Images/HDRPFeatures-ReflectionProbes.png) +![An office scene with highly realistic lighting.](Images/HDRPFeatures-ReflectionProbes.png) HDRP supports cubemap reflections that take surface smoothness into account. HDRP cubemap reflection optionally supports a fake distance based roughness. This helps you produce realistic reflections in your Scene in real time. You can control the reflection probe resolution for each probe. For more information, see [introduction to Reflection Probes](Reflection-Probes-Intro.md) ### Planar reflection probe -![](Images/PlanarReflectionFiltering-Feature.png) +![A floor with realistic wet patches.](Images/PlanarReflectionFiltering-Feature.png) HDRP supports Planar reflection probes that take surface smoothness into account. This allows you to create effects that mimic a shiny mirror or a wet floor. HDRP includes accurate filtering for planar reflection that's close to being physically based. For more information, see [Planar Reflection Probe](Planar-Reflection-Probe.md). ### Screen-space reflection and refraction -![](Images/HDRPFeatures-ScreenSpaceReflectionRefraction.png) +![A town square scene with a large puddle that reflects the buildings above, and the same scene with a close-up of a Reflection Probe.](Images/HDRPFeatures-ScreenSpaceReflectionRefraction.png) HDRP provides a screen-space solution for reflection and refraction. It uses the depth and color buffer of the screen to help simulate the path that light travels to the Camera and uses this to calculate accurate reflection and refraction. You can use this feature for transparent materials too, such as windows or water. For more information, see [screen-space reflection](Override-Screen-Space-Reflection.md) and [screen-space refraction](Override-Screen-Space-Refraction.md). To see how to setup refractive materials and understand the limitations of Screen Space Refraction, download the [Material Sample](HDRP-Sample-Content.md#material-samples) from the Package Manager window and open the **Transparency** scenes. @@ -280,7 +276,7 @@ HDRP includes a [screen space ambient occlusion](Override-Ambient-Occlusion.md) Screen space ambient occlusion in HDRP can apply a direction to indirect specular lighting. To improve the specular occlusion approximation, you can use a texture that contains bent normal information that corresponds to the light direction. ### Adaptive Probe Volumes -![](Images/HDRPFeatures-APV.png) +![A scene from the [Enemies](https://unity.com/demos/enemies) demo, with a woman sitting playing chess in a large ornate room.](Images/HDRPFeatures-APV.png) Adaptive Probe Volumes (APV) is a probe-based global illumination system that automatically places light probes based on the geometry density in your scene. APV features include: - Per-pixel probe selection and lighting. @@ -294,7 +290,7 @@ For more information, see [APV](probevolumes.md). ### Screen-space global illumination -![](Images/HDRPFeatures-SSGI.png) +![A stylized scene of a desk with plants and clay figures, lit warmly.](Images/HDRPFeatures-SSGI.png) HDRP supports screen-space global illumination (SSGI). SSGI is an algorithm that accesses the indirect diffuse lighting that the environment generates. It works in the same way as the [Screen Space Reflection](Override-Screen-Space-Reflection.md) in that it uses ray marching to calculate the result. @@ -311,8 +307,6 @@ HDRP allows you to calculate exposure using several methods. This includes: ##### Histogram exposure -![](Images/Exposure_Histogram.png) - HDRP's exposure implementation computes a histogram of the image which allows you to select high and low percentile values to discard. Discarding outlying values in the shadows or highlights helps to calculate a more stable exposure. For more information, see [Exposure](Override-Exposure.md). ##### Metering mode @@ -321,13 +315,13 @@ HDRP's exposure implementation includes a metering mask. This includes a texture ### Emission -![](Images/HDRPFeatures-Emission.png) +![A neon-lit street scene at night, with glowing signs.](Images/HDRPFeatures-Emission.png) HDRP Materials support light [emission](lit-material-inspector-reference.md#EmissionInputs), which allows you to make a Material into a self-illuminated visible source of light. Global illumination takes emission into account and you can use [physical light units](#PLU) to set the intensity based on real-world lights. ### Shadows -![](Images/HDRPFeatures-Shadows.png) +![The shadow of a tree cast on a forest floor.](Images/HDRPFeatures-Shadows.png) HDRP uses multiple methods to calculate shadows: @@ -355,7 +349,7 @@ To apply a tint to the shadow or the penumbra of the shadow: ### Ray tracing -![](Images/HDRPFeatures-RayTracing.png) +![A ray-traced scene of a sparsely-furnished modern room.](Images/HDRPFeatures-RayTracing.png) You can use ray tracing as an alternative to some screen space effects, shadowing techniques, and Mesh rendering techniques: @@ -379,7 +373,7 @@ You can use ray tracing as an alternative to some screen space effects, shadowin ### Sky -![](Images/HDRPFeatures-Sky.png) +![Clouds.](Images/HDRPFeatures-Sky.png) In HDRP, you set up the sky inside a [Volume](understand-volumes.md), so you can change sky settings, or even the type of sky itself, depending on the position of the Camera in the Scene. HDRP allows you to separate the visual sky from the sky that you use for environment lighting. HDRP includes the following built-in sky types for you to use in your Unity Project: @@ -391,7 +385,7 @@ HDRP is able to handle multiple skies seen by different Cameras. #### Backplate -![](Images/HDRPFeatures-HDRISky.png) +![A stylized car floating on a dirt road in a vast plain.](Images/HDRPFeatures-HDRISky.png) A backplate projects the bottom part of a [HDRI Sky](create-an-hdri-sky.md) onto a plane in one of the following shapes: - **Rectangle** @@ -403,7 +397,7 @@ To match the scale of the GameObjects in your Scene, change the Backplate's **Sc ### Cloud Layer -![](Images/HDRPFeatures-CloudLayer.png) +![A scene of a town square with a cloudy sky.](Images/HDRPFeatures-CloudLayer.png) In HDRP, you set up cloud layers inside a [Volume](Volumes.md), so you can change clouds settings, or even the type of clouds itself, depending on the position of the Camera in the Scene. HDRP allows you to separate the clouds in the visual sky from the clouds that you use for environment lighting. HDRP includes the following built-in cloud type for you to use in your Unity Project: @@ -411,13 +405,13 @@ In HDRP, you set up cloud layers inside a [Volume](Volumes.md), so you can chang ### Volumetric Clouds -![](Images/HDRPFeatures-VolumetricClouds.png) +![A snowy mountain range and lake with a cloudy sky at sunset.](Images/HDRPFeatures-VolumetricClouds.png) You can use a [Volume](understand-volumes.md) component to create volumetric clouds. Volumetric clouds physically exist inside a scene, HDRP does not project them on the HDRI sky. A camera can fly through volumetric clouds and volumetric clouds have accurate interactions with the sky, sun and fog. Volumetric clouds cast shadows on themselves and the ground using a Beer shadow map. For more information, refer to [Volumetric Clouds](create-realistic-clouds-volumetric-clouds.md). ### Fog -![](Images/HDRPFeatures-Fog.png) +![A futuristic cityscape with fog obscuring the distant buildings.](Images/HDRPFeatures-Fog.png) In HDRP, you set up fog inside a [Volume](understand-volumes.md) which means you can change fog settings or the fog type depending on the position of the Camera in the Scene. You can set the color of the fog yourself or use the color of the sky. HDRP fog affects Materials with both opaque and transparent surfaces. HDRP implements an exponential [fog](fog.md) with optional volumetric effects. @@ -425,7 +419,7 @@ In HDRP, you set up fog inside a [Volume](understand-volumes.md) which means you ### Water Surface -![](Images/Water2023-1.png) +![An ocean at sunset.](Images/Water2023-1.png) Use HDRP's water system to create and control realistic water surfaces. HDRP's water system includes the following features: - Multiple presets. @@ -446,13 +440,13 @@ For more information, refer to [Water system](water.md). ### Post-processing -![](Images/HDRPFeatures-PostProcessing.png) +![A scene of a fiery supernova, shown with post-processing effects both enabled and disabled.](Images/HDRPFeatures-PostProcessing.png) HDRP includes its own purpose-built implementation for post-processing to produce exceptionally high-quality graphics. You can use post-processing to apply full-screen filters and effects to the Camera to drastically improve the visuals of your Unity Project with little set-up time. For an overview on HDRP post-processing, see the [post-processing documentation](Post-Processing-Main.md). ### HDR Display Output -![](Images/HDRPFeatures-HDR.png) +![A sunset over a plane, with a color gamut displaying the range of colors used.](Images/HDRPFeatures-HDR.png) You can output a HDRP scene to high dynamic range (HDR) displays and customize the output in the following ways: @@ -464,13 +458,13 @@ For more information see the [High Dynamic Range Output documentation](HDR-Outpu ### Accumulation motion blur -![](Images/path_tracing_recording-Feature.png) +![A piece of wood falling, with motion blur.](Images/path_tracing_recording-Feature.png) HDRP includes a recording API that you can use to render effects like high-quality accumulation motion blur. This technique combines information from multiple intermediate sub-frames to create a converged frame. Use this API to extract the converged frame and perform further processing or save it to disk. For information about this feature, and some example scripts, see [Multiframe rendering and accumulation](Accumulation.md). ### Anti-Aliasing -![](Images/HDRPFeatures-AntiAliasing.png) +![A futuristic interior, shown with anti-aliasing both enabled and disabled.](Images/HDRPFeatures-AntiAliasing.png) HDRP includes the following [antialiasing](Anti-Aliasing.md) methods to help you remove aliasing effects with performance and quality in mind: @@ -485,28 +479,24 @@ HDRP uses a physically based Camera system that works seamlessly with the other ### Custom Post-processing -![Posterize](Images/HDRPFeatures-CustomPostProcess.png) +![A man in a forest with a posterize effect applied.](Images/HDRPFeatures-CustomPostProcess.png) HDRP allows you to add your own custom post processes integrated with the volume framework. You can inject them after opaque and sky object, before the [temporal antialiasing](Anti-Aliasing.md#TAA) pass, before built-in post processes or after built-in post processes. For more information, see the [Custom Post-processing documentation](Custom-Post-Process.md). ### Custom Passes -![HDRPFeatures-CustomPass](Images/HDRPFeatures-CustomPass.gif) - Use a Custom Pass to inject shaders and C# scripts at certain points inside the render pipeline. You can use a Custom Pass to draw objects, override the rendering properties of objects in your scene, perform fullscreen passes and read some camera buffers like depth, color, normal or motion vectors. You can also use this Camera override to render some GameObjects with a different field of view, like arms in a first-person application. For more information, see [Custom Pass](Custom-Pass.md). Use the [Custom Pass API](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/api/UnityEngine.Rendering.HighDefinition.CustomPassUtils.html) to render GameObjects from another point of view, like a disabled camera, within the rendering of your main Camera. You can use this API to render `Depth`, `Normal`, and `Tangent` into an `RTHandle`. ### High Quality Line Rendering -![img](Images/HQLines-Hero.png) +![A lion cub with realistic fur, climbing on another lion.](Images/HQLines-Hero.png) High Quality Line Rendering allows you to render hair, wires, and other line-based geometry with high quality anti-aliasing and transparency. For more information, refer to [High Quality Line Rendering](Override-High-Quality-Lines.md). ### Custom Pass AOV Export -![img](Images/aov_example.png) - This feature allows you to export arbitrary data from custom pass injection points using an extension of the Arbitrary Output Variables (AOV) API in HDRP. An example use-case is for exporting “Object IDs” that are rendered with a custom pass. For information about the feature and example scripts, see the [AOV documentation](AOVs.md). ### Fullscreen Shader Graph @@ -515,7 +505,7 @@ Use the Fullscreen Shader Graph to create custom post process and fullscreen cus ### Custom Render Texture in Shader Graph -![CustomRenderTextureRipples](Images/CustomRenderTextureRipples.png) +![Light ripples in water.](Images/CustomRenderTextureRipples.png) In HDRP, you can use [Custom Render Textures](https://docs.unity3d.com/Manual/class-CustomRenderTexture.html) as a Shader Graph target to create static or dynamic textures. Custom Render Textures support multiple texture dimensions. For example, you can use 3D textures with Local Volumetric Fog, and Cubemaps in the HDRI sky. @@ -526,7 +516,7 @@ You can also create complex effects like dynamic ripples and snow deformation wn Use the [Canvas ShaderGraph](canvas-material.md) to create custom [UGUI user interface elements](https://docs.unity3d.com/Packages/com.unity.ugui@1.0/manual/UICanvas.html). ### Graphics Compositor -![](Images/Compositor-HDRPTemplateWithLogo_Feature.png) +![A sample scene of a workshop, with the Unity logo composited on top.](Images/Compositor-HDRPTemplateWithLogo_Feature.png) Use the Graphics Compositor to compose images and videos with 3D content into a final frame in real-time, without an external compositing tool. @@ -544,7 +534,7 @@ For information, see [HDRP Compositor](graphics-compositor.md). ### Path-traced depth of field -![](Images/Path-traced-DoF-Feature.png) +![Two paint pots with a depth of field effect that makes surfaces increasingly blurry towards and away from the camera.](Images/Path-traced-DoF-Feature.png) HDRP includes a depth of field mode for producing path-traced images with high-quality defocus blur. This mode can use multiple layers of transparency and doesn't produce any artifacts. However, path tracing can cause some noise. To fix noise artefacts, increase the sample count or using an external denoising tool. For more information about, see [Depth-of-field](Post-Processing-Depth-of-Field.md). @@ -554,13 +544,13 @@ HDRP includes a recording API which you can use to render converged path-traced ### Path-traced sub-surface scattering -![](Images/Path-traced-SSS-Feature.png) +![A close-up of a detailed dragon statuette made of a translucent green material.](Images/Path-traced-SSS-Feature.png) Path tracing supports subsurface scattering (SSS), using a random walk approach. To use it, enable path tracing and set up SSS in the same way as you would for HDRP materials. For information on SSS in HDRP, see [subsurface scattering](skin-and-diffusive-surfaces-subsurface-scattering.md). ### Path-traced fog -![](Images/Path-traced-fog-Feature.png) +![A close-up of a detailed dragon statuette in fog.](Images/Path-traced-fog-Feature.png) Path tracing in HDRP supports anisotropic fog absorption. To use this feature enable path tracing and set up fog in HDRP. For information, refer to [fog](fog.md). @@ -570,8 +560,6 @@ Path tracing works with [decals](decals.md). For more information, refer to [Und ### Materials support -![](Images/Path-traced-materials-Feature.png) - Path tracing can render the following rasterization engine [Materials](#Material): - Lit @@ -585,7 +573,7 @@ When you enable path tracing, objects that use non-HDRP Materials won't appear i ### Denoising support -![](Images/Path-Tracing-Denoise-banner.png) +![Vegetation in a display case in a room, shown with denoising both enabled and disabled.](Images/Path-Tracing-Denoise-banner.png) HDRP supports denoising for frames that use path tracing. You can choose from the following denoising libraries: - Optix Denoiser. @@ -597,19 +585,17 @@ HDRP supports denoising for frames that use path tracing. You can choose from th ### Color checker -![](Images/colorchecker.png) +![A scene showing the different modes of the Color Checker Tool. Each mode displays a different palette as spheres or squares.](Images/colorchecker.png) Use the Color Checker tool to check the calibration of lighting and post processing. To open the color checker tool, go to **GameObject** > **Rendering** > **Color Checker Tool**. HDRP doesn't save any changes you make in the color checker. ### Light placement tool -![](Images/LightPlacementTool.png) - Use the Light Placement Tool to look through a light and use the camera movement controls to move the light around the scene. To enter this mode select a light GameObject and select the Light Placement Tool button in the Tools Panel. For more information, refer to [Light placement tool](lights-placement-tool.md) ### LookDev -![](Images/HDRPFeatures-LookDev.png) +![The Look Dev tool in split-screen view, with the scene on the left side, and the selection of environments on the right side.](Images/HDRPFeatures-LookDev.png) The LookDev is a viewer that allows you to import and display Assets in a consistent lighting environment. Use the LookDev window to validate outsourced Assets or to showcase your own created Asset with HDRP. For more information on the LookDev, including a description of how to use it, see the [LookDev documentation](test-and-debug-materials-in-different-lighting-conditions-look-dev.md). ### Render Pipeline Wizard diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md index fef1813e34c..6c1161871bd 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md @@ -6,7 +6,7 @@ A Sample is a set of Assets that you can import into your Project and use as a b To find these Samples: -1. Go to **Window** > **Package Manager**, and select **High Definition RP** from the package list. +1. Go to **Window** > **Package Management** > **Package Manager**, and select **High Definition RP** from the package list. 2. In the main window that shows the package's details, find the **Samples** section. 3. To import a Sample into your Project, click the **Import into Project** button. This creates a **Samples** folder in your Project and imports the Sample you selected into it. This is also where Unity imports any future Samples into. @@ -28,7 +28,7 @@ This Sample includes various examples of lit and unlit particle effects. ## Material samples -![Material Samples](Images/MaterialSamples.png) +![The Materials sample scene. A display of various materials, each with a description panel.](Images/MaterialSamples.png) This Sample includes various examples of Materials. It includes Materials that use the [Lit Shader](lit-material.md), [Fabric Master Stack](fabric-master-stack-reference.md), [Hair Master Stack](hair-master-stack-reference.md), [Eye Shader](eye-master-stack-reference.md) and [Decal Master Stack](decal-master-stack-reference.md). The included Materials use effects such as subsurface scattering, displacement, and anisotropy. The **MaterialSamples** Scene requires Text Mesh Pro to display the text explanations. @@ -38,14 +38,14 @@ In the **Eye** Scene, the eye examples use a carefully designed mesh with a part ## Transparent samples -![Transparent Samples](Images/TransparentSamples.png) +![The Transparent samples scene. A display of various transparent materials, each with a description panel.](Images/TransparentSamples.png) In the Transparency scene, the examples contain information on how to setup properly transparents in your projects using different rendering methods (Rasterization, Ray Tracing, Path Tracing). To take advantage of all the content of this section, a GPU that supports [Ray Tracing](Ray-Tracing-Getting-Started.md) is needed. ## Lens Flare samples -![Lens Flare Samples](Images/LensFlareSamples.png) +![A lens flare.](Images/LensFlareSamples.png) The [Lens Flare](shared/lens-flare/lens-flare-component.md) samples include the following examples that you can use in your project: - Lens Flare Assets. @@ -56,7 +56,6 @@ The [Lens Flare](shared/lens-flare/lens-flare-component.md) samples include the ## Volumetric samples -![Volumetric Samples](Images/VolumetricSamples.png) The volumetric samples include a scene that contains multiple examples of [volumetric fog](create-a-local-fog-effect.md). This scene includes the following: - 3D textures. @@ -64,7 +63,7 @@ The volumetric samples include a scene that contains multiple examples of [volum - Fog Volume Shader Graph examples. ## Fullscreen samples -![Fullscreen Samples](Images/FullscreenSamples.png) +![A scene with a group of simple geometric shapes, rendered with white edges, a Sobel filter, and using a different color for each object.](Images/FullscreenSamples.png) This sample includes examples on how to create a [Fullscreen Shader](create-a-fullscreen-material.md) and use it with a Custom Pass, Custom Post Process and Custom Render Target. The sample scene includes prefabs for the following effects: @@ -74,7 +73,7 @@ This sample includes examples on how to create a [Fullscreen Shader](create-a-fu ## Water samples -![](Images/Water_samples.png) +![Water sample scenes. A swimming pool, a glacier with a waterfall, and a small island.](Images/Water_samples.png) The Water samples contain the following scenes you can use to learn about HDRP's [Water](water.md) features: @@ -86,7 +85,7 @@ The Water samples contain the following scenes you can use to learn about HDRP's ## Environment samples -![](Images/environment-samples.png) +![A mountaintop viewed at night with a starry sky, and during the day with white clouds.](Images/environment-samples.png) This sample puts multiple environment effects together in the same scene with different lighting conditions. The scene includes examples focusing on the following effects: diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/IES-Importer.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/IES-Importer.md index f0240ece106..ad0b332f612 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/IES-Importer.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/IES-Importer.md @@ -2,8 +2,6 @@ The High Definition Render Pipeline (HDRP) includes an importer to handle the .ies file format. When you add an [IES profile](IES-Profile.md) to your project, the IES importer Inspector provides information and customization options for the internally used textures. -![](Images/IESImporter1.png) - When you apply the import settings, the importer generates a [Light](Light-Component.md) Prefab as a sub-asset of the IED profile. You can drag the Prefab into the Scene view or Hierarchy to create an instance of a Light that uses the IES profile. ### Properties diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/IES-Profile.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/IES-Profile.md index 52b9d088342..04079a82426 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/IES-Profile.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/IES-Profile.md @@ -2,7 +2,7 @@ IES profiles describe how light spreads for a given direction. They are similar to [light cookies](https://docs.unity3d.com/Manual/Cookies.html) in that they use a multiplier mask to achieve this goal. The Unity IES profile supports Point, Spot (Cone, Pyramid, Box), and Area (Rectangular) [Lights](Light-Component.md). -![](Images/HDRPFeatures-IESProfile.png) +![Different types of lights in Unity.](Images/HDRPFeatures-IESProfile.png) The main benefit of using IES profiles over cookies is that light manufacturers provide the profiles. 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a/Packages/com.unity.render-pipelines.high-definition/Documentation~/LUT-Authoring-Photoshop.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/LUT-Authoring-Photoshop.md index 22eb8c6ff26..e4150c5cf68 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/LUT-Authoring-Photoshop.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/LUT-Authoring-Photoshop.md @@ -23,7 +23,7 @@ Export the current [Camera](hdrp-camera-component-reference.md)'s view to a log- After you export the EXR file, transform the data from the format that Unity uses (Alexa LogC El.1000) to Linear RGB space, so that external software can use it. To do this, HDRP provides a set of ready-to-use transform LUTs. To get them: -1. Open the Package Manager window (menu: **Window** > **Package Manager**). +1. Open the Package Manager window (menu: **Window** > **Package Management** > **Package Manager**). 2. Select **High Definition RP** from the list of packages on the left. 3. In the **Samples** section, select **Import into Project** next to **Additional Post-processing Data**. 4. This imports the LUTs into Assets/HDRP Sample Content/Post-processing/Cube LUTs/. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/LUT-Authoring-Resolve.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/LUT-Authoring-Resolve.md index 5a2c67d720d..c8615a98eec 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/LUT-Authoring-Resolve.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/LUT-Authoring-Resolve.md @@ -23,7 +23,7 @@ Export the current [Camera](hdrp-camera-component-reference.md)'s view to a log- After you export the EXR file, transform the data from the format that Unity uses (Alexa LogC El.1000) to Linear RGB space, so that external software can use it. To do this, HDRP provides a set of ready-to-use transform LUTs. To get them: -1. Open the Package Manager window (menu: **Window > Package Manager**). +1. Open the Package Manager window (menu: **Window** > **Package Management** > **Package Manager**). 2. Select **High Definition RP** from the list of packages on the left. 3. In the **Samples** section, select **Import into Project** next to **Additional Post-processing Data**. 4. This imports the LUTs into Assets/HDRP Sample Content/Post-processing/Cube LUTs/. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md index 1f9c4d3077e..6ed657b6865 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md @@ -2,7 +2,7 @@ Use the Light component to create light sources in your [Scene](https://docs.unity3d.com/Manual/CreatingScenes.html). The Light component controls the shape, color, and intensity of the light. It also controls whether or not the Light casts shadows in your Scene, and more advanced settings. -![](Images/HDRPFeatures-LightTypes.png) +![Lights in a scene.](Images/HDRPFeatures-LightTypes.png) ## Create Lights diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Mask-Map-and-Detail-Map.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Mask-Map-and-Detail-Map.md index 87261c9b382..01a7714da8b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Mask-Map-and-Detail-Map.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Mask-Map-and-Detail-Map.md @@ -26,7 +26,7 @@ To create a mask map, create a linear composited map in a photo editor, using th The following example image demonstrates the individual components of a full mask map. -![](Images/MaskMapAndDetailMap2.png) +![A full mask map, with the metallic texture in the R channel, the ambient occlusion texture in the G channel, the detail mask in the B channel, and the smoothness in the A channel.](Images/MaskMapAndDetailMap2.png) @@ -45,7 +45,7 @@ To create a detail map, create a linear composited map in a photo editor, using The following example image demonstrates the individual components of a full detail map. -![](Images/MaskMapAndDetailMap3.png) +![A full detail map, with the desaturated albedo texture in the R channel, the red channel of the normal map in the G channel, the green channel of the normal map in the A channel, and smoothness in the B channel.](Images/MaskMapAndDetailMap3.png) ### Desaturated albedo (red channel) @@ -53,7 +53,7 @@ The red channel represents the albedo variation. It makes the underlying materia The image below shows the impact of the detail albedo on the final color. HDRP calculates color interpolation in sRGB space. -![](Images/DetailMap-red.png) +![A red material with a gradient detail map. When Detail Albedo Scale is 1, the two textures create a smooth red gradient. When Detail Albedo Scale is 2, the gradient is banded.](Images/DetailMap-red.png) ### Smoothness (blue channel) @@ -61,8 +61,8 @@ The blue channel represents the smoothness variation and HDRP calculates it the The image below shows the impact of the detail smoothness on the final color. -![](Images/DetailMap-blue.png) +![A material of smoothness 0.5 with a gradient detail map. When Detail Smoothness Scale is 1, the two textures create a smoothness gradient. When Detail Smoothness Scale is 2, the gradient transitions faster.](Images/DetailMap-blue.png) The following example shows the same gradient detail map as above, used by three Lit materials with different smoothness values. -![](Images/DetailMap-smoothness.png) +![Three squares with smoothness values of 0, 0.5, and 1.0. As the smoothness value increases, more of the right side of the square reflects the scene.](Images/DetailMap-smoothness.png) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md index e67490f389f..5d64aec6bc8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md @@ -11,7 +11,7 @@ The **Material Type** property allows you to give your Material a type, which al | **Specular Color** | Applies the Specular Color workflow to the Material. Use this **Material Type** to create Materials with a coloured specular highlight. This is similar to the [built-in Specular Shader](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html). | | **Translucent** | Applies the Translucent workflow to the Material. Use this **Material Type**, and a thickness map, to simulate a translucent object, such as a plant leaf. In contrast to **Subsurface Scattering** Materials, **Translucent** Materials do not blur light that transmits through the Material. | -![](Images/MaterialType1.png) +![A detailed dragon statuette, rendered three times. The first dragon is iridescent, the second is a translucent green material, and the third has subsurface scattering.](Images/MaterialType1.png) ## Properties diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md index 033b60a08e0..0fbfa4cb7be 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Menu-Items.md @@ -21,6 +21,8 @@ This section includes all the menu items under the **Edit > Rendering > Renderin This section includes all the menu items under the **Edit > Rendering > Materials** menu fold-out. +For more information, refer to [Convert materials and shaders](convert-from-built-in-convert-materials-and-shaders.md). + | **Item** | **Description** | |-------------------------------------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | **Generate Material Resources** | Generate look-up table resources for all HDRP Materials. The generated resources will be placed in the directory **Assets/HDRPDefaultResources/Generated**. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md index 0887d6e17e4..a298604ce70 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md @@ -13,8 +13,6 @@ To add a **Diffusion Profile List** to a Volume: ## Properties -![](Images\Override-DiffusionProfile1.png) - [!include[](snippets/Volume-Override-Enable-Properties.md)] | **Property** | **Description** | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md index 08f2193adc2..83b9a762734 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Micro-Shadows.md @@ -6,7 +6,7 @@ HDRP uses the details from the normal map, the ambient occlusion map, and specul In this image, the different layers of details in the Material shadow each other. -![](Images/OverrideMicroShadows1.png) +![A ground texture with micro shadows enabled and disabled. With micro shadows enabled, the twigs and moss cast more realistic-looking shadows.](Images/OverrideMicroShadows1.png) Micro shadows at 0.85 opacity on a mossy ground material viewed from the top. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Refraction.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Refraction.md index efc30f774dd..0c58e032397 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Refraction.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Refraction.md @@ -15,7 +15,7 @@ To use this setting, you must enable it on a [Volume](understand-volumes.md), as 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component. 2. In the Inspector for this object, select **Add Override** > **Lighting** > **Screen Space Refraction**. -![](Images/screen-weight-distance.png)
+![Comparison image of two outdoor scenes. In the first image, a refraction effect is visible. In the second image, the colours appear normal.](Images/screen-weight-distance.png)
In the refractive cube on the left of the screen, **Screen Weight Distance** affects the edges of the screen where HDRP fades from using the color buffer to using Reflection Probes. ## Properties diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Path-Tracing-Example.cs b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Path-Tracing-Example.cs new file mode 100644 index 00000000000..3d82073a245 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Path-Tracing-Example.cs @@ -0,0 +1,57 @@ +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; + +// Class to modify or add a Volume Override from a script +public class ModifyVolumeComponent : MonoBehaviour +{ + public VolumeProfile volumeProfile; // Set this in the inspector + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + // Check that a Volume Profile is set in the Inspector + if (volumeProfile != null) + { + // Get or create the path tracing Volume Override in the Volume Profile + GetOrCreateComponent(volumeProfile, out PathTracing pathTracingComponent); + + // Make sure that the Volume Override is active + pathTracingComponent.active = true; + + // Enable the path tracing effect + pathTracingComponent.enable.value = true; + + // Override the state of the enable field + pathTracingComponent.enable.overrideState = true; + + // Set the value for the maximumDepth field + pathTracingComponent.maximumDepth.value = 4; + + // Override the state of the maximumDepth field + pathTracingComponent.maximumDepth.overrideState = true; + } + } + + // Get a Volume Override from a Volume Profile. Create it if it doesn't exist + private static void GetOrCreateComponent(in VolumeProfile volumeProfile, out T component) where T : VolumeComponent + { + if (volumeProfile == null) + { + component = null; + return; + } + + // Try to get the component of type T from the Volume Profile + if (!volumeProfile.TryGet(out component)) + { + Debug.Log($"{typeof(T).Name} component not found. Creating a new component."); + + // Add the component if it does not exist + volumeProfile.Add(true); + + // Try to get the component again + volumeProfile.TryGet(out component); + } + } +} diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Physical-Light-Units.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Physical-Light-Units.md index 015b5a03685..4bfc60aabac 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Physical-Light-Units.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Physical-Light-Units.md @@ -2,7 +2,7 @@ HDRP uses Physical Light Units (PLU) for its lighting. These units are based on real-life light measurements, like those you see on light bulb packaging or a photographic light meter. Note that for lights to behave properly when using PLU, you need to respect HDRP unit convention (1 Unity unit equals 1 meter). -![](Images/HDRPTemplate-Banner1.png) +![A room with lights.](Images/HDRPTemplate-Banner1.png) ## Units diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md index 883fbf51554..bef26203b0b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Bloom.md @@ -48,7 +48,7 @@ Bloom includes [advanced properties](https://docs.unity3d.com/Packages/com.unity From 2019.3, HDRP provides [lookup textures](Authoring-LUTs.md) that you can use to customize this effect. These lookup textures are for the **Texture** property in the **Lens Dirt** section. To add these Textures to your Unity Project, you must use the Package Manager: -1. Go to **Window** > **Package Manager**. +1. Go to **Window** > **Package Management** > **Package Manager**. 2. In the **Packages** window, select **High Definition RP**. 3. In the **High Definition RP** section, go to **Additional Post-processing Data** and select **Import into Project**. 4. The Textures that are relevant to Bloom are in the **Lens Dirt** folder, so if you only want the lookup Textures for Bloom, only import the contents of the **Lens Dirt** folder. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Chromatic-Aberration.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Chromatic-Aberration.md index d6fd32134f9..6a450a4c94f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Chromatic-Aberration.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Chromatic-Aberration.md @@ -26,7 +26,7 @@ For more information on the Chromatic Aberration effect, see the [Chromatic Aber From 2019.3, HDRP provides lookup Textures that you can use to customize this effect. These lookup Textures are for the **Spectral Lut** property. To add these Textures to your Unity Project, you must use the Package Manager: -1. Select **Window** > **Package Manager**. +1. Select **Window** > **Package Management** > **Package Manager**. 2. In the **Packages** window, select **High Definition RP**. 3. In the **High Definition RP** section, go to **Additional Post-processing Data** and select **Import into Project**. 4. The Textures that are relevant to Chromatic Aberration are in the **Spectral LUTs** folder, so if you only want the lookup Textures for Chromatic Aberration, only import the contents of the **Spectral LUTs** folder. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Depth-of-Field.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Depth-of-Field.md index de6ba424ce8..cb3ce675995 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Depth-of-Field.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Depth-of-Field.md @@ -17,9 +17,9 @@ Depth Of Field includes [advanced properties](https://docs.unity3d.com/Packages/ ## Properties | **Property** | **Description** | -| ------------------ | ------------------------------------------------------------ | -| **Focus Mode** | Use the drop-down to select the mode that HDRP uses to set the focus for the depth of field effect.
• **Off**: Select this option to disable depth of field.
• **Physical Camera**: Select this option to use the physical [Camera](hdrp-camera-component-reference.md) to set focusing properties for the depth of field effect. For information on what Camera properties affect depth of field, see [Physical Camera settings](#PhysicalCameraSettings).
• **Manual Ranges**: Select this option to use custom values to set the near and far range of the depth of field effect. | -| **Focus Distance Mode** | Use the drop-down to select where the focus distance is specified.
• **Volume**: Reads the focus distance from the Volume.
• **Camera**: Reads the focus distance from the physical camera.
This property only appears when you select **Physical Camera** from the **Focus Mode** drop-down. | +|-|-| +| **Focus Mode** | Use the drop-down to select the mode that HDRP uses to set the focus for the depth of field effect. The options are:
  • **Off**: Select this option to disable depth of field.
  • **Physical Camera**: Select this option to use the physical [Camera](hdrp-camera-component-reference.md) to set focusing properties for the depth of field effect. For more information about what Camera properties affect depth of field, refer to [Physical Camera settings](#PhysicalCameraSettings).
  • **Manual Ranges**: Select this option to use custom values to set the near and far range of the depth of field effect.
| +| **Focus Distance Mode** | Use the drop-down to select where the focus distance is specified. The options are:
  • **Volume**: Reads the focus distance from the Volume.
  • **Camera**: Reads the focus distance from the physical camera.
This property only appears when you select **Physical Camera** from the **Focus Mode** drop-down. | | **Focus Distance** | Set the distance to the focus plane from the Camera.
This property only appears when you select **Volume** from the **Distance Mode** drop-down. | ### Near Blur @@ -52,12 +52,12 @@ Here is a list of the physical [Camera](hdrp-camera-component-reference.md) prop | **Blades Count** | This determines the shape of the bokeh. For more information on the effect this property has, see the example below. | | **Curvature** | Determines how much of the blades are visible. Use this to change the roundness of bokeh in the blur. For more information on the effect this property has, see the example below. | -This example shows how the **Blade Count** and **Curvature** properties affect the shape of the bokeh: +![This example shows how the **Blade Count** and **Curvature** properties affect the shape of the bokeh. On the left side, there's a five blade iris that's slightly open, producing a pentagonal bokeh. On the right side, there's a five blade iris that's wide open, producing a circular bokeh.](Images/Post-ProcessingDepthofField2.png) -* On the left side, there is a five blade iris that's slightly open; producing a pentagonal bokeh. -* On the right side, there is a five blade iris that's wide open; producing a circular bokeh. +This example shows how the **Blade Count** and **Curvature** properties affect the shape of the bokeh: -![](Images/Post-ProcessingDepthofField2.png) +* On the left side, there is a five blade iris that's slightly open, producing a pentagonal bokeh. +* On the right side, there is a five blade iris that's wide open, producing a circular bokeh. ## Path-traced depth of field @@ -67,4 +67,4 @@ Path-traced depth of field produces images without any artifacts, apart from noi HDRP computes path-traced depth of field at full resolution and ignores any quality settings from the Volume. -![](Images/Path-traced-DoF.png) +![Two paint pots with a depth of field effect that makes surfaces increasingly blurry towards and away from the camera.](Images/Path-traced-DoF.png) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Film-Grain.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Film-Grain.md index 031c2f97e4c..55bd102f059 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Film-Grain.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Film-Grain.md @@ -13,8 +13,6 @@ The Film Grain effect simulates the random optical texture of photographic film, ## Properties -![](Images/Post-processingFilmGrain1.png) - | **Property** | **Description** | | ------------- | ------------------------------------------------------------ | | **Type** | Use the drop-down to select the type of grain to use. You can select from a list of presets that HDRP includes, or select **Custom** to provide your own grain Texture. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Main.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Main.md index d993c49c8ad..ed64fc4af5b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Main.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Main.md @@ -8,8 +8,8 @@ Post-processing effects in HDRP use the [Volume](understand-volumes.md) framewor The images below display a Scene with and without HDRP post-processing. -![](Images/PostProcessingMain1.png) +![A scene of a human without post-processing effects.](Images/PostProcessingMain1.png) Without post-processing. -![](Images/PostProcessingMain2.png) +![A scene of a human with post-processing effects.](Images/PostProcessingMain2.png) With post-processing. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Panini-Projection.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Panini-Projection.md index f6d31c9823e..a78340e5f73 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Panini-Projection.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Panini-Projection.md @@ -15,8 +15,6 @@ For more information about panini projection, see PanoTools’ wiki documentatio ## Properties -![](Images/Post-processingPaniniProjection1.png) - | **Property** | **Description** | | --------------- | ------------------------------------------------------------ | | **Distance** | Use the slider to set the strength of the distortion. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Propagating-NaNs.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Propagating-NaNs.md index 0b3f1cc5055..b13ea80a0ee 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Propagating-NaNs.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Propagating-NaNs.md @@ -18,13 +18,13 @@ A commonly reported issue in HDRP is that [bloom](Post-Processing-Bloom.md) gene For example, see a NaN caused by a material issue that spreads to the whole scene when HDRP calculates bloom: -![](Images/Post-processingPropagatingNaNsExample1.png) +![A small black dot is visible on a sphere.](Images/Post-processingPropagatingNaNsExample1.png) -![](Images/Post-processingPropagatingNaNsExample2.png) +![A black square is visible on a sphere.](Images/Post-processingPropagatingNaNsExample2.png) -![](Images/Post-processingPropagatingNaNsExample3.png) +![A large black square is visible on a sphere.](Images/Post-processingPropagatingNaNsExample3.png) -![](Images/Post-processingPropagatingNaNsExample4.png) +![The entire screen is black and the sphere is no longer visible.](Images/Post-processingPropagatingNaNsExample4.png) A similar issue occurs when HDRP generates color pyramids for use by features such as [screen-space reflection](Override-Screen-Space-Reflection.md), [screen-space refraction](Override-Screen-Space-Refraction.md), and distortion. @@ -57,9 +57,6 @@ After you capture a frame, RenderDoc can display pixels with a Nan or Inf value 1. In the Texture Viewer, open the **Overlay** drop-down. 2. Select **Nan or Inf/-ve Display**. -![](Images/Post-processingPropagatingNaNsRenderDoc.png) - - If the Nan or Inf values are still difficult to find: 1. Look at the bloom dispatches to see where bloom propagates the Nan or Inf pixels from. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md index f29971137bc..8df8f634438 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Shadows-Midtones-Highlights.md @@ -13,8 +13,6 @@ The **Shadows Midtones Highlights** effect separately controls the shadows, midt ## Properties -![](Images/Post-processingShadowsMidtonesHighlights1.png) - | **Property** | **Description** | | -------------- | ------------------------------------------------------------ | | **Shadows** | Use this to control the shadows. Use the trackball to select the color HDRP should shift the hue of the shadows to. Use the slider to offset the color lightness of the trackball color. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Split-Toning.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Split-Toning.md index efd0ad51a63..e2814023d5d 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Split-Toning.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Split-Toning.md @@ -15,8 +15,6 @@ This effect tints different areas of the image based on luminance values, to hel When you adjust the color in the color picker for each property, you should only adjust the **Hue** and **Saturation**. **Value** also changes the overall image brightness. -![](Images/Post-processingSplitToning1.png) - | **Property** | **Description** | | -------------- | ------------------------------------------------------------ | | **Shadows** | Use the color picker to select the color that HDRP uses for tinting shadows. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-White-Balance.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-White-Balance.md index 68a99d0a738..bc3de908af3 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-White-Balance.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-White-Balance.md @@ -13,8 +13,6 @@ The White Balance component applies a white balance effect that removes unrealis ## Properties -![](Images/Post-processingWhiteBalance1.png) - | **Property** | **Description** | | --------------- | ------------------------------------------------------------ | | **Temperature** | Use the slider to set the white balance to a custom color temperature. Higher values result in a warmer color temperature and lower values result in a colder color temperature. See [Wikipedia: Color balance](https://en.wikipedia.org/wiki/Color_balance) for more information about color temperature. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Contact-Shadows.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Contact-Shadows.md index e15d5faf8a8..8a4d3965c84 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Contact-Shadows.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Contact-Shadows.md @@ -2,17 +2,14 @@ Ray-Traced Contact Shadows is a ray tracing feature in the High Definition Render Pipeline (HDRP). It's an alternative to HDRP's [Contact Shadow](Override-Contact-Shadows.md) technique that uses a more accurate ray-traced solution that can use off-screen data. -![](Images/RayTracedContactShadow1.png) +![A stone temple scene without contact shadows. Foliage and dark corners have few shadows.](Images/RayTracedContactShadow1.png)
+A stone temple scene without contact shadows. Foliage and dark corners have few shadows. -**Without Contact shadows** +![A stone temple scene with contact shadows. Foliage and dark corners have more shadows.](Images/RayTracedContactShadow2.png)
+A stone temple scene with contact shadows. Foliage and dark corners have more shadows. -![](Images/RayTracedContactShadow2.png) - -**Contact shadows** - -![](Images/RayTracedContactShadow3.png) - -**Ray-traced contact shadows** +![A stone temple scene with ray-traced contact shadows. Foliage and dark corners have even more shadows.](Images/RayTracedContactShadow3.png)
+A stone temple scene with ray-traced contact shadows. Foliage and dark corners have even more shadows. For information about ray tracing in HDRP, and how to set up your HDRP Project to support ray tracing, see [Getting started with ray tracing](Ray-Tracing-Getting-Started.md). @@ -27,5 +24,3 @@ This feature is an alternative to the [Contact Shadows](Override-Contact-Shadows 3. HDRP calculates ray-traced contact shadows on a per-light basis. This means you need to enable it for each light. 4. Select a [Light](Light-Component.md) and, in the Inspector, go to **Shadows > Contact Shadows** and tick the **Enable** checkbox. This exposes the **Ray Tracing** property. 5. Enable the **Ray Tracing** checkbox. - -![](Images/ContactShadowLightComponent.png) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md index 844eaa469be..ae7bc9b52a9 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md @@ -41,29 +41,29 @@ If a light is has **Shadowmask Mode** set to **Shadowmask**, then ray traced sha Ray-traced shadows offer an alternative to the cascade shadow map that Directional Lights use for opaque GameObjects. -![](Images/RayTracedShadows1.png) +![A scene with a Directional Light cascade shadow map.](Images/RayTracedShadows1.png) -**Directional Light cascade shadow map** +Directional Light cascade shadow map -![](Images/RayTracedShadows2.png) +![A scene with a Directional Light cascade shadow map, where the Sun Angle is 0. The shadow details are sharp and visible.](Images/RayTracedShadows2.png) -**Ray-traced Directional Light shadows (Sun Angle = 0)** +Ray-traced Directional Light shadows (Sun Angle = 0) -![](Images/RayTracedShadows3.png) +![A scene with a Directional Light cascade shadow map, where the Sun Angle is 0.53 which is the angle of the Sun as seen from Earth. The shadows are visible and the details are faint.](Images/RayTracedShadows3.png) -**Ray-traced Directional Light shadows (Sun Angle = 0.53, the angle of the Sun as seen from Earth)** +Ray-traced Directional Light shadows (Sun Angle = 0.53, the angle of the Sun as seen from Earth) Ray-traced shadows allow for transparent and transmissive GameObjects, lit by Directional Lights, to cast colored shadows. **Note**: When you use a Directional Light with a transmissive GameObject, HDRP displays rasterized shadows on the reverse side of the GameObject. -![](Images/RayTracedShadows9.png) +![Three different colored GameObjects with ray traced Directional Light colored shadows of the corresponding colors.](Images/RayTracedShadows9.png) -**Ray-traced Directional Light shadows with colored shadows** +Ray-traced Directional Light shadows with colored shadows -![](Images/RayTracedShadows10.png) +![Three different colored GameObjects with ray traced Directional Light shadows. All the shadows are the same color.](Images/RayTracedShadows10.png) -**Ray-traced Directional Light shadows without colored shadows** +Ray-traced Directional Light shadows without colored shadows ### Properties @@ -81,27 +81,27 @@ Ray-traced shadows allow for transparent and transmissive GameObjects, lit by Di Ray-traced shadows offer an alternative to the shadow map that Point and Spot Lights use for opaque GameObjects. HDRP still evaluates the lighting of a Point Light as coming from a single point in space (the light is [punctual](Glossary.md#punctual-lights)), but it evaluates the shadowing as if the light was coming from the surface of a sphere. On the other side, HDRP evaluates the lighting of a Spot Light as coming from a single point in space, but it evaluates the shadowing as if the light was coming from the surface of a cone. -![](Images/RayTracedShadows4.png) +![An outdoor scene of a wall and trees, with a Point Light shadow map.](Images/RayTracedShadows4.png) -**Point Light shadow map** +Point Light shadow map -![](Images/RayTracedShadows5.png) +![An outdoor scene of a wall and trees, with ray traced Point Light shadows of a radius of 0.001m. The shadows of the trees are sharp and visible on the wall.](Images/RayTracedShadows5.png) -**Ray-traced Point Light shadows (Radius = 0.001m)** +Ray-traced Point Light shadows (Radius = 0.001m) -![](Images/RayTracedShadows6.png) +![An outdoor scene of a wall and trees, with ray traced Point Light shadows of a radius of 0.05m. The shadows of the trees are no longer visible on the wall.](Images/RayTracedShadows6.png) -**Ray-traced Point Light shadows (radius = 0.5m)** +Ray-traced Point Light shadows (radius = 0.5m) Ray-traced shadows offer the possibility of semi-transparent shadows for Point Lights cast by transparent and transmissive GameObjects. -![](Images/RayTracedShadows11.png) +![Three different colored GameObjects with ray traced Point Light semi-transparent shadows.](Images/RayTracedShadows11.png) -**Ray-traced Point Light shadows with semi-transparent shadows** +Ray-traced Point Light shadows with semi-transparent shadows -![](Images/RayTracedShadows12.png) +![Three different colored GameObjects with ray traced Point Light shadows that aren't semi-transparent.](Images/RayTracedShadows12.png) -**Ray-traced Point Light shadows without semi-transparent shadows** +Ray-traced Point Light shadows without semi-transparent shadows ### Properties @@ -120,11 +120,11 @@ Ray-traced shadows offer the possibility of semi-transparent shadows for Point L Ray-traced shadows offer an alternative to the [exponential variance shadow map](Glossary.md#ExponentialVarianceShadowMap) that Rectangle Lights use for opaque GameObjects. -![](Images/RayTracedShadows7.png) -**Rectangle Light shadow map** +![An outdoor scene with a Rectangle Light shadow map.](Images/RayTracedShadows7.png) +Rectangle Light shadow map -![](Images/RayTracedShadows8.png) -**Ray-traced Rectangle Light shadows** +![An outdoor scene with ray-traced Rectangle Light shadows.](Images/RayTracedShadows8.png) +Ray-traced Rectangle Light shadows **Note**: When rendering in [deferred mode](Forward-And-Deferred-Rendering.md), HDRP provides accurate ray-traced area light shadows for the [Lit](lit-material.md) shader. When HDRP renders for any other shader, or for the Lit shader in forward mode, it uses an approximation to calculate ray-traced shadows for area lights. This approximation is not perfectly accurate, but does produce plausible results. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Subsurface-Scattering.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Subsurface-Scattering.md index ec3161f2a3e..8ceda085788 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Subsurface-Scattering.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Subsurface-Scattering.md @@ -2,9 +2,9 @@ Ray-Traced Subsurface Scattering is a ray tracing feature in the High Definition Render Pipeline (HDRP). It is an alternative, more accurate, ray-traced solution to [Subsurface-Scattering](skin-and-diffusive-surfaces-subsurface-scattering.md) that can make use of off screen data. -![](Images/RayTracedSubsurfaceScattering.png) +![A head rendered with ray traced subsurface scattering.](Images/RayTracedSubsurfaceScattering.png) -**Perry head rendered with ray traced subsurface scattering** +A head rendered with ray traced subsurface scattering. ## Using ray traced subsurface scattering diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md index acd737dc55f..95df44b565b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md @@ -123,15 +123,15 @@ To make HDRP calculate ray tracing effects for [Cameras](hdrp-camera-component-r To enable ray tracing by default: -1. Open the Project Settings window (menu: **Edit > Project Settings**), then select the HDRP Default Settings tab. -2. Select Camera from the Default Frame Settings For drop-down. -3. In the **Rendering** section, enable **Ray Tracing**. +1. From the main menu, select **Edit** > **Project Settings**. +2. In the **Project Settings** window, go to the **Pipeline Specific Settings** section, then select the **HDRP** tab. +3. Under **Frame Settings (Default Values)** > **Camera** > **Rendering**, enable **Ray Tracing**. -To enable ray tracing for a specific Camera: +To enable ray tracing for a specific camera: -1. Click on the Camera in the Scene or Hierarchy to view it in the Inspector. -2. In the **General** section, enable **Custom Frame Settings**. This exposes Frame Settings just for this Camera. -3. in the **Rendering** section, enable **Ray Tracing**. +1. Select the camera in the scene or **Hierarchy** window to view it in the **Inspector** window. +2. In the **Rendering** section, enable **Custom Frame Settings**. This exposes frame settings for this camera only. +3. Use the foldout (triangle) to expand **Rendering**, then enable **Ray Tracing**. #### Build settings @@ -200,7 +200,6 @@ HDRP ray tracing in Unity isn't compatible with the following features: - Vertex animation, for example wind deformation of vegetation. - [Decals](decals.md). - Ray tracing is not compatible with the detail meshes and trees in the [Terrain system](https://docs.unity3d.com/Manual/script-Terrain.html). It is compatible with terrain geometry. To include detailed meshes and trees in ray traced reflections, use [mixed tracing](Override-Screen-Space-Reflection.md#mixed-tracing). -- Box-shaped spot lights. - Volumetric [fog](create-a-local-fog-effect.md). - [Tessellation](Tessellation.md). - Per-pixel displacement techniques such as parallax occlusion mapping, depth offset, and non-terrain height maps. @@ -209,6 +208,9 @@ HDRP ray tracing in Unity isn't compatible with the following features: - [Orthographic projection](hdrp-camera-component-reference.md). If you enable orthographic projection mode, you might experience rendering problems with transparent materials, volumetrics, and planar reflections. - Ray Traced and Screen Space effects. These don't appear recursively in [Ray Traced Reflections](Ray-Traced-Reflections.md), [Ray Traced Global Illumination](Ray-Traced-Global-Illumination.md) or [Recursive Ray Tracing](Ray-Tracing-Recursive-Rendering.md). This means, for example, you can't see [Screen Space Global Illumination](Override-Screen-Space-GI.md) in [ray-traced reflections](Ray-Traced-Reflections.md). - Fully accurate shadow culling. You might see missing shadows in ray-traced effects. You can use **Extend Shadow Culling** to improve accuracy. See [Ray Tracing Settings](Ray-Tracing-Settings.md) for more information. +- Data-Oriented Technology Stack (DOTS) +- Entity Component System (ECS) +- Water #### Reflection Probes diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md index b5bda4e0cb7..65198ce07fe 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md @@ -86,7 +86,7 @@ You can use Scene view gizmos to visually customize specific properties. | **Gizmo** | **Property** | **Description** | | ------------------------------------------------------------ | ----------------------------------- | ------------------------------------------------------------ | -| ![](Images/ReflectionProbeGizmo1.png) | **Influence Volume boundary**. | Provides Scene view handles that allow you to resize the boundaries of the [Influence Volume](#InfluenceVolume), which defines the area this Reflection Probe affects reflective Materials. Edits the **Box Size** or **Radius** value, depending on the **Shape** you select. | -| ![](Images/ReflectionProbeGizmo2.png) | **Blend Distance boundary**. | Provides Scene view handles that allows you to alter the inward distance from the **Box Size** or **Radius** at which this Reflection Probe blends with other Reflection Probes. Its behavior depends on the [workflow mode](#Workflows) you are using. It scales all sides equally in **Normal** mode, scales just the side with the handle you control in **Advanced** mode. | -| ![](Images/ReflectionProbeGizmo3.png) | **Blend Normal Distance boundary**. | Provides Scene view handles that allow you to resize the boundary where pixels with a normal pointing away from the **Capture Position** don’t receive any influence from this Probe. | -| ![](Images/ReflectionProbeGizmo4.png) | **Capture Position**. | Changes the behavior of the Move Tool so that it alters the **Capture Position** property, rather than the **Position** of the **Transform**. | +| ![Influence Volume boundary](Images/ReflectionProbeGizmo1.png) | **Influence Volume boundary**. | Provides Scene view handles that allow you to resize the boundaries of the [Influence Volume](#InfluenceVolume), which defines the area this Reflection Probe affects reflective Materials. Edits the **Box Size** or **Radius** value, depending on the **Shape** you select. | +| ![Blend Distance boundary](Images/ReflectionProbeGizmo2.png) | **Blend Distance boundary**. | Provides Scene view handles that allows you to alter the inward distance from the **Box Size** or **Radius** at which this Reflection Probe blends with other Reflection Probes. Its behavior depends on the [workflow mode](#Workflows) you are using. It scales all sides equally in **Normal** mode, scales just the side with the handle you control in **Advanced** mode. | +| ![Blend Normal Distance boundary](Images/ReflectionProbeGizmo3.png) | **Blend Normal Distance boundary**. | Provides Scene view handles that allow you to resize the boundary where pixels with a normal pointing away from the **Capture Position** don’t receive any influence from this Probe. | +| ![Capture Position](Images/ReflectionProbeGizmo4.png) | **Capture Position**. | Changes the behavior of the Move Tool so that it alters the **Capture Position** property, rather than the **Position** of the **Transform**. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probes-Intro.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probes-Intro.md index 2ea362da080..041cba7a2dc 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probes-Intro.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probes-Intro.md @@ -7,7 +7,7 @@ The High Definition Render Pipeline (HDRP) allows you to use two different Refle - [Reflection Probes](Reflection-Probe.md) captures a view of its surroundings in all directions and stores the result as a cubemap, similar to the Reflection Probe in built-in render pipeline. - [Planar Reflection Probes](Planar-Reflection-Probe.md) captures a view in a direction calculated from a reflection of the Camera’s position and rotation, then stores the result in a 2D RenderTexture. By default, the reflected Camera calculates its field of view by setting the center of its projection to the Probe’s **Mirror Position**, and then expands it until it includes the Probe’s **Influence Volume**, as shown here: -![](Images/ReflectionProbeIntro1.png) +![A diagram that represents the Camera, the Planar Reflection Probe, the capture area, and the reflected Camera. The reflected Camera has the same field of view angle as the Camera.](Images/ReflectionProbeIntro1.png) For more information about how to use the reflection probe, see [Use reflection probes](Reflection-Probe-Usage.md). diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md index 608cfa21aa8..f39f5927414 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md @@ -32,10 +32,8 @@ Each configuration is separated into two scopes: - **Global:** Changes the configuration settings in the Unity Editor, [HDRP graphics settings](Default-Settings-Window.md), or [HDRP Asset](HDRP-Asset.md) - **Current Quality:** Changes the configuration settings in the [HDRP Asset](HDRP-Asset.md) set in [Quality settings](quality-settings.md). If no asset is assigned in the **Quality** settings, this mode uses the [HDRP Asset](HDRP-Asset.md) set in the [Graphics settings window](Default-Settings-Window.md). - - ### HDRP - + This section provides you with configuration options to help you make your Unity Project use HDRP. ![](Images/RenderPipelineWizardHDRPTab.png) @@ -62,10 +60,8 @@ This section provides you with configuration options to help you make your Unity | **Assigned - Quality** | Checks to make sure you have assigned either an [HDRP Asset](HDRP-Asset.md) or null to the **Quality Settings** field corresponding to the currently used quality (menu: **Edit** > **Project Settings** > **Quality**).
If the value is null, all **Current Quality** related configuration will be the one from the [HDRP Asset](HDRP-Asset.md) used in **Global**.
Select the **Fix** button to nullify the field. | | **SRP Batcher** | Checks to make sure that [Scriptable Render Pipeline Batcher](xref:um-srp-batcher) is enabled.
Select the **Fix** button to enable it in the used HDRP Asset. | - - ### HDRP + VR - + This section provides extra configuration options to help you set up your HDRP Project to support virtual reality. If you can't find an option in this section of the documentation, refer to the [HDRP section](#HDRPTab) options. This is only supported on Windows OS. You can adjust the extra configuration options in the **Global** scope. ![](Images/RenderPipelineWizardVRTab.png) @@ -107,10 +103,8 @@ This section provides extra configuration options to help you set up your HDRP P - - ### HDRP + DXR - + This section provides extra configuration options to help you set up your HDRP Project to support ray tracing. If you can't find an option in this section of the documentation, refer to the [HDRP tab](#HDRPTab) options. This is only supported on Windows OS. ![](Images/RenderPipelineWizardDXRTab.png) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Rendering-Layers.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Rendering-Layers.md index b1a2d7f9475..20ccc91d1ea 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Rendering-Layers.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Rendering-Layers.md @@ -5,7 +5,7 @@ The High Definition Render Pipeline (HDRP) allows you to use Rendering Layers, w A Renderer can support up to 32 rendering layers, but all HDRP effects using Rendering Layers only support the first 16 layers. On the image below, you can see usage of Rendering Layers with Lights to only affect some of the meshes. -![](Images/HDRPFeatures-LightLayers.png) +![Three spheres, labelled to show that each receives light from different lights.](Images/HDRPFeatures-LightLayers.png) Rendering Layers are also supported on decal projectors, and can be sampled from the ShaderGraph to implement custom effects. @@ -63,17 +63,15 @@ By default, in the UI for Lights, Decals, Mesh Renderers or Terrain, Rendering L Using [cookies](https://docs.unity3d.com/Manual/Cookies.html) for light fixtures can sometimes have a negative visual effect on a bulb, such as self-shadowing or transmission contribution. You can use Light Layers to make a bulb Mesh not receive any light from the Light’s cookie, and instead receive light from a separate small Point Light. +![The Light cookie incorrectly affects the transmission of this bulb’s geometry.](Images/LightLayers1.png)
The Light cookie incorrectly affects the transmission of this bulb’s geometry. -![](Images/LightLayers1.png) - +![Assigning the bulb’s Mesh Renderer to a specific Rendering Layer means that the Light cookie no longer affects the bulb’s Mesh Renderer.](Images/LightLayers2.png)
Assigning the bulb’s Mesh Renderer to a specific Rendering Layer means that the Light cookie no longer affects the bulb’s Mesh Renderer. -![](Images/LightLayers2.png) - +![To restore the transmission effect, create a Point Light and assign it to the same Rendering Layer as the bulb’s Mesh Renderer. Now this Point Light only affects the bulb’s Mesh Renderer and does not contribute to the rest of the Scene Lighting.](Images/LightLayers3.png)
To restore the transmission effect, create a Point Light and assign it to the same Rendering Layer as the bulb’s Mesh Renderer. Now this Point Light only affects the bulb’s Mesh Renderer and does not contribute to the rest of the Scene Lighting. -![](Images/LightLayers3.png) For more information on this process, see Pierre Donzallaz’s [expert guide](https://pydonzallaz.files.wordpress.com/2019/02/create-high-quality-light-fixtures-in-unity.pdf) on creating high quality light fixtures in Unity. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md index a3f7322ff12..3488bc431bb 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md @@ -72,9 +72,7 @@ In HDRP, each individual Light component controls its own shadow biasing using t - **Slope-Scale Depth Bias** - **Normal Bias** -Find these settings under the **Shadows** section. If some property fields are missing, enable [additional properties](expose-all-additional-properties.md) to display them. For details on how each property controls the shadow biasing, see the [Light documentation](Light-Component.md). - -![](Images/Shadows1.png) +Find these settings under the **Shadows** section in the **Light** Inspector. If some property fields are missing, enable [additional properties](expose-all-additional-properties.md) to display them. For details on how each property controls the shadow biasing, see the [Light documentation](Light-Component.md). Using high shadow bias values may result in light "leaking" through Meshes. This is where there is a visible gap between the shadow and its caster and leads to shadow shapes that don't accurately represent their casters. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Stencil-Usage.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Stencil-Usage.md index caf23eddd1e..5d11da1e02d 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Stencil-Usage.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Stencil-Usage.md @@ -8,8 +8,6 @@ HDRP reserves specific bits for features such as subsurface scattering, SSR, rec During HDRP rendering, a "Clear Stencil Buffer" pass occurs just before starting to render transparent objects, and it doesn't modify user bits. The only instance where user bits are cleared is at the start of rendering when the depth buffer is cleared. -![](Images/HDRP-frame-graph-diagram.png) - ## Free Stencil Bits Within the stencil buffer during rendering, bits 6 and 7 remain untouched by HDRP code. Any other bits are HDRP reserved and may be cleared or overwritten at any moment during the frame. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md index 97c93cbd8ec..d6ddc9f63a7 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md @@ -198,7 +198,6 @@ * [Create a local fog effect](create-a-local-fog-effect.md) * [Create a Fog Volume shader](create-a-fog-volume-shader.md) * [Volumetric fog samples](VolumetricSamplesDescriptions.md) - * [Set up a volumetric sample scene](set-up-the-volumetric-sample-scene.md) * [Troubleshoot fog](troubleshoot-fog.md) * [Water](water.md) * [Use the water system in your Project](water-use-the-water-system-in-your-project.md) @@ -239,7 +238,7 @@ * [Use the Rendering Debugger](use-the-rendering-debugger.md) * [Add controls to the Rendering Debugger](add-controls-to-the-rendering-debugger.md) * [Rendering and post-processing](rendering-and-post-processing.md) - * [Understand execution order](rendering-execution-order.md) + * [Execution order reference](rendering-execution-order.md) * [Understand post-processing](Post-Processing-Main.md) * [Anti-aliasing](Anti-Aliasing.md) * [Dynamic resolution](Dynamic-Resolution.md) @@ -308,7 +307,6 @@ * [Customize the High Definition Render Pipeline (HDRP)](render-graph.md) * [Test and debug rendering and post-processing](rendering-troubleshoot.md) * [Troubleshoot a custom pass](Custom-Pass-Troubleshooting.md) - * [View a custom pass in the Frame Debugger](Custom-Pass-Frame-Debugger.md) * [Troubleshoot a custom post-processing effect](rendering-troubleshoot-custom-post-processes.md) * [Understand and fix Not a Number (NAN) and Infinite (Inf) values](Post-Processing-Propagating-NaNs.md) * [Known issues](Known-Issues.md) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/VolumetricSamplesDescriptions.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/VolumetricSamplesDescriptions.md index fbb5ce8fa2e..a6968047ec8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/VolumetricSamplesDescriptions.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/VolumetricSamplesDescriptions.md @@ -5,7 +5,7 @@ in Unity to enhance your fog effects with **3D Textures** or **Shader Graphs**. It also covers various blending modes and quality settings to optimize the visual quality and performance of your fog effects. -![](Images/volumetric-fog-samples.webp) +![A plane with a volumetric cloud floating above it.](Images/volumetric-fog-samples.webp) Learn how to configure the Local Volumetric Fog component, use different blending modes, and explore a variety of sample effects like 3D texture masks, @@ -27,6 +27,8 @@ issue, you can keep the **Screen Resolution Percentage** low as a tradeoff. ## Sample effects +To set up a volumetric sample scene, select **Window** > **Package manager** > **High Definition RP** > **Samples**, then import **Volumetric Samples**. Each sample is a prefab in the `Assets/Samples/High Definition RP/[HDRP version number]/Volumetric samples` folder. + ### 3D texture mask This Local Volumetric Fog uses the **Texture Mask Mode**. It requires a **3D diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/add-swell-agitation-or-ripples.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/add-swell-agitation-or-ripples.md index fd359130751..3de9df3ba50 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/add-swell-agitation-or-ripples.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/add-swell-agitation-or-ripples.md @@ -23,18 +23,8 @@ To add a Water Mask: 1. In the Water Volume Inspector window, drag the texture to the **Water Mask** property. - - - - - - - - -
- - - -
-In this example, the red channel has a gradient that reduces the first and second simulation bands. The noise on the green channel reduces ripples. For more information, refer to the Water Mask property description. -
+![A water mask that's more red towards the left and more blue towards the right.](Images/WaterMask_Example-22.2.png) + +![An ocean rendered using the water mask.](Images/WaterMask_ExempleRender.PNG) + +In this example, the red channel has a gradient that reduces the first and second simulation bands. The noise on the green channel reduces ripples. For more information, refer to the Simulation Mask property description. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/build-test-and-deploy.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/build-test-and-deploy.md index 52ddfbaa46e..3b54e640757 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/build-test-and-deploy.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/build-test-and-deploy.md @@ -12,6 +12,5 @@ Configure a build, and publish and debug a project in the High Definition Render - [Configure build settings for different platforms](configure-build-settings-for-different-platforms.md) - [Platform configuration](platform-configuration.md) - [Test and debug materials](test-and-debug-materials.md) -- [View a Custom Pass in the Frame Debugger](Custom-Pass-Frame-Debugger.md) - [Debug ray tracing effects](Ray-Tracing-Debug.md) - [Reduce shader variants](reduce-shader-variants.md) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-materials-and-shaders.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-materials-and-shaders.md index fd855704ad6..0cfef4978c6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-materials-and-shaders.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-materials-and-shaders.md @@ -14,10 +14,11 @@ To upgrade the Materials in your Scene to HDRP-compatible Materials: The automatic upgrade options described above can't upgrade all Materials to HDRP correctly: * You can't automatically upgrade custom Materials or Shaders to HDRP. You must [convert custom Materials and Shaders manually](#ManualConversion). +* HDRP can only convert materials from the **Assets** folder of your project. HDRP uses the [error shader](xref:shader-error) for GameObjects that use the default read-only material from the Built-In Render Pipeline, for example [primitives](xref:um-primitive-objects). * Height mapped Materials might look incorrect. This is because HDRP supports more height map displacement techniques and decompression options than the Built-in Render Pipeline. To upgrade a Material that uses a heightmap, modify the Material's **Amplitude** and **Base** properties until the result more closely matches the Built-in Render Pipeline version. * You can't upgrade particle shaders. HDRP doesn't support particle shaders, but it does provide Shader Graphs that are compatible with the [Built-in Particle System](https://docs.unity3d.com/Manual/Built-inParticleSystem.html). These Shader Graphs work in a similar way to the built-in particle shaders. To use these Shader Graphs, import the **Particle System Shader Samples** sample: - 1. Open the Package Manager window (menu: **Window** > **Package Manager**). + 1. Open the Package Manager window (menu: **Window** > **Package Management** > **Package Manager**). 2. Find and click the **High Definition RP** entry. 3. In the package information for **High Definition RP**, go to the **Samples** section and click the **Import into Project** button next to **Particle System Shader Samples**. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-post-processing-scripts.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-post-processing-scripts.md index 608d8609034..f5afd208b7e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-post-processing-scripts.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-post-processing-scripts.md @@ -2,7 +2,7 @@ HDRP no longer supports the **Post Processing** package and instead includes its own [implementation for post-processing](Post-Processing-Main.md). If your Project uses the Post Processing package, remove the Post Processing package from the Project. To do this: -1. In the Unity Editor, open the Package Manager window (menu: **Window** > **Package Manager**). +1. In the Unity Editor, open the Package Manager window (menu: **Window** > **Package Management** > **Package Manager**). 2. Find and select the **Post Processing** package, and click **Remove**. If your Project uses the Post Processing package's Scripting API to edit post-processing effects, you need to update your scripts to work with the new post-processing effects. To convert the Scene to HDRP post-processing: diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-project-with-hdrp-wizard.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-project-with-hdrp-wizard.md index f4041c88f0e..c5b33728659 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-project-with-hdrp-wizard.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/convert-from-built-in-convert-project-with-hdrp-wizard.md @@ -3,7 +3,7 @@ Firstly, to install HDRP, add the High Definition RP package to your Unity Project: 1. Open your Unity project. -2. To open the **Package Manager** window, go to **Window** > **Package Manager**. +2. To open the **Package Manager** window, go to **Window** > **Package Management** > **Package Manager**. 3. In the **Package Manager** window, in the **Packages:** field, select **Unity Registry** from the menu. 4. Select **High Definition RP** from the list of packages. 5. In the bottom right corner of the Package Manager window, select **Install**. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fabric-material.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fabric-material.md index 4021c6d7140..2296f457ea3 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fabric-material.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fabric-material.md @@ -16,7 +16,7 @@ Refer to [Cotton/Wool Material Inspector reference](cotton-wool-material-inspect HDRP comes with Cotton/Wool Material samples to further help you get started. To find this Sample: -1. Go to **Windows** > **Package Manager**, and select **High Definition RP** from the package list. +1. Go to **Windows** > **Package Management** > **Package Manager**, and select **High Definition RP** from the package list. 2. In the main window that shows the package's details, find the **Samples** section. 3. To import a Sample into your Project, click the **Import into Project** button. This creates a **Samples** folder in your Project and imports the Sample you selected into it. This is also where Unity imports any future Samples into. 4. In the Asset window, go to **Samples** > **High Definition RP** > **11.0** and open the **Fabric** scene. Here you can see the sample materials set up in-context in the scene, and available for you to use. @@ -37,7 +37,7 @@ Refer to [Silk Material Inspector reference](silk-material-inspector-reference.m The High Definition Render Pipeline (HDRP) also comes with Silk Material samples to further help you get started. To find this Sample: -1. Go to **Windows** > **Package Manager**, and select **High Definition RP** from the package list. +1. Go to **Windows** > **Package Management** > **Package Manager**, and select **High Definition RP** from the package list. 2. In the main window that shows the package's details, find the **Samples** section. 3. To import a Sample into your Project, click the **Import into Project** button. This creates a **Samples** folder in your Project and imports the Sample you selected into it. This is also where Unity imports any future Samples into. 4. In the Asset window, go to **Samples** > **High Definition RP** > **11.0** and open the **Fabric** scene. Here you can see the silk sample material set up in-context in the scene, and available for you to use. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fullscreen-material.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fullscreen-material.md index ffabede8603..2f3bbdd6284 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fullscreen-material.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-fullscreen-material.md @@ -77,8 +77,6 @@ To set a source material for the `Blit()` command to use in shader graph: **Note**: The type of source material node depends on the platform you use. Windows and some platforms use Texture2DArray and other platforms use Texture2D. To see which texture type to use, refer to the [documentation for the platform you are using](https://docs.unity3d.com/Manual/PlatformSpecific.html). -![](Images/FS_SampleTex2DArray.png) - ### Set the Blit pass in a C# script @@ -101,7 +99,7 @@ Your scene appears gray if you read from and write to the color buffer in the sa ## Missing part of full-screen effect -![](Images/fullscreen_troubleshooting_1.png) +![A view of a sphere, with a red fog post-processing effect that covers only part of the display.](Images/fullscreen_troubleshooting_1.png) This error can happen when you use a full-screen shader with a custom pass C# script that uses the `Blit()` function, and you haven’t selected the **Blit** shader pass in the Inspector window or in a script. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-hair-and-fur-material.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-hair-and-fur-material.md index fee0325b12a..0ed955da729 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-hair-and-fur-material.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-hair-and-fur-material.md @@ -30,7 +30,7 @@ Refer to [Hair Master Stack reference](hair-master-stack-reference.md) for more HDRP comes with a Hair Material sample to further help you get started. To find this Sample: -1. Go to **Windows** > **Package Manager**, and select **High Definition RP** from the package list. +1. Go to **Windows** > **Package Management** > **Package Manager**, and select **High Definition RP** from the package list. 2. In the main window that shows the package's details, find the **Samples** section. 3. To import a Sample into your Project, click the **Import into Project** button. This creates a **Samples** folder in your Project and imports the Sample you selected into it. This is also where Unity imports any future Samples into. 4. In the Asset window, go to **Samples** > **High Definition RP** > **11.0** and open the Hair scene. Here you will see the hair sample material set up in-context with a scene, and available for you to use. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-local-fog-effect.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-local-fog-effect.md index 06502fe872c..05c368858ed 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-local-fog-effect.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-a-local-fog-effect.md @@ -99,7 +99,7 @@ A mask texture is a 3D texture that controls the shape and appearance of the loc HDRP includes 3D Density Mask Textures with different noise values and shapes that you can use in your scene. To use these Textures, import them from the High Definition RP package samples: -1. Open the Package Manager window (menu: **Window** > **Package Manager**). +1. Open the **Package Manager** window (menu: **Window** > **Package Management** > **Package Manager**). 2. Find the **High Definition RP** package. 3. Expand the **Samples** drop-down. 4. Find the **Local Volumetric Fog 3D Texture Samples** and click on the **Import** button. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-an-eye-material.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-an-eye-material.md index 0b70ba029c3..680556d19ea 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-an-eye-material.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/create-an-eye-material.md @@ -44,7 +44,7 @@ You can also create your own custom Textures for the Eye Shader Graph. For more HDRP includes four sample eyes of different sizes in the Eye sample scene. This scene exists in HDRP’s Material Samples. To install the Material Samples: -1. Open the Package Manager window (**Window** > **Package Manager**). +1. Open the Package Manager window (**Window** > **Package Management** > **Package Manager**). 2. Open the **Packages** menu and select the **In Project** context. 3. Select the **High Definition RP** package. 4. Expand the **Samples** dropdown. 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 de697675796..358f4bdf8b6 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 @@ -20,8 +20,6 @@ This creates each template file in the **Project** window in the **Assets** fold **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~/custom-post-processing-dynamic-resolution-dlss.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/custom-post-processing-dynamic-resolution-dlss.md index b5ef01a2f7b..28ed1b6f885 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/custom-post-processing-dynamic-resolution-dlss.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/custom-post-processing-dynamic-resolution-dlss.md @@ -3,7 +3,7 @@ If you want to use DLSS or dynamic resolution with a custom post-processing pass, and need to interpolate or sample UVs from color, normal, or velocity, use the following functions to calculate the correct UVs: ```glsl -#include "Packages/com.unity.render-pipelines.high-dynamic/Runtime/ShaderLibrary/ShaderVariables.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" //... diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/deep-learning-super-sampling-in-hdrp.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/deep-learning-super-sampling-in-hdrp.md index 993a539074f..2060e0af1db 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/deep-learning-super-sampling-in-hdrp.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/deep-learning-super-sampling-in-hdrp.md @@ -33,7 +33,7 @@ To use DLSS in your scene: * To install the NVIDIA package manually: - 1. Open the [Package Manager window](https://docs.unity3d.com/Manual/upm-ui.html) (menu: **Window** > **Package Manager**). + 1. Open the [Package Manager window](https://docs.unity3d.com/Manual/upm-ui.html) (menu: **Window** > **Package Management** > **Package Manager**). 2. Select **Packages**, then select **Built-in**. 3. In the packages list view, find and select the NVIDIA package. 4. In the bottom right of the package-specific detail view, select **Enable**. 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 index a57bb62925f..59fcb9f6f61 100644 --- 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 @@ -4,7 +4,7 @@ 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(PropertyType, PropertyName)` | Returns the value loaded from `unity_DOTSInstanceData`. Refer to [Declare DOTS Instancing properties in a custom shader](dots-instancing-shaders-declare) for more information. 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~/float-objects-on-a-water-surface.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/float-objects-on-a-water-surface.md index 16d557b003a..5bdb4414e42 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/float-objects-on-a-water-surface.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/float-objects-on-a-water-surface.md @@ -10,7 +10,7 @@ To do this: ## Example: Float one object -![](Images/water-22.2-onebuoyancy.png) +![A cube floating on an ocean.](Images/water-22.2-onebuoyancy.png) This is an example script to float one object on a water surface. @@ -52,7 +52,7 @@ public class FitToWaterSurface : MonoBehaviour ## Example: Float several objects -![](Images/water-22.2-multibuoyancy.png) +![Hundreds of cubes floating on an ocean.](Images/water-22.2-multibuoyancy.png) This is an example script to float an array of objects on a water surface using the [Burst compiler](https://docs.unity3d.com/Packages/com.unity.burst@1.8/manual/index.html). diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/graphics-compositor-window-reference.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/graphics-compositor-window-reference.md index cd958c02ec6..2da4fc23988 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/graphics-compositor-window-reference.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/graphics-compositor-window-reference.md @@ -57,7 +57,9 @@ you can use filters to apply common color processing operations to Sub-layers. T **Note**: It is possible to implement the functionality of many filters with nodes in the Composition Graph, but if you use the built-in filters instead, it makes the Composition Graph simpler. #### Chroma Keying + Applies a chroma keying algorithm to the Sub-layer. When you select this filter, you can use the following properties to customize it. + | **Property** | **Description** | | ---- | ---- | |**Key Color**| Specifies a color to indicate the areas of the image to mask/make transparent. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/install-hdrp.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/install-hdrp.md index 7a7e7589ce4..ae72d5b1c5e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/install-hdrp.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/install-hdrp.md @@ -27,7 +27,7 @@ This template is a great starting point for projects aiming for high-end graphic To install HDRP, add the High Definition RP package to your Unity Project: 1. Open your Unity project. -2. To open the **Package Manager** window, go to **Window** > **Package Manager**. +2. To open the **Package Manager** window, go to **Window** > **Package Management** > **Package Manager**. 3. In the **Package Manager** window, in the **Packages:** field, select **Unity Registry** from the menu. 4. Select **High Definition RP** from the list of packages. 5. In the bottom right corner of the Package Manager window, select **Install**. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/light-anchor.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/light-anchor.md index c2661d5451e..a709c9cb0fe 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/light-anchor.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/light-anchor.md @@ -19,7 +19,7 @@ Use **Orbit** and **Elevation** to control the orientation of the light, in degr You can use the **Anchor Position Override** to provide a GameObject’s [Transform](https://docs.unity3d.com/ScriptReference/Transform.html) as an anchor point for the Light. This is useful if you want the Light to follow a specific GameObject in the Scene. -![](Images/LightAnchorAnimation.gif) +![The Light follows the sphere GameObject in the scene as it rotates.](Images/LightAnchorAnimation.gif) **Note**: The above example uses the Main Camera as the reference Camera that adjusts the light rotation. The Common presets might create a different result in the Scene View if your view isn't aligned with the Main Camera. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/lights-placement-tool.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/lights-placement-tool.md index 5cc49c45782..47640ee969b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/lights-placement-tool.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/lights-placement-tool.md @@ -4,7 +4,7 @@ The High Definition Render Pipeline (HDRP) includes the Light Placement Tool whi This tool does not affect any Cameras in your Scene. The Scene View Camera returns to its original position when you disable the Light Placement Tool. -![](Images/light-placement-tool.jpg) +![A garden scene. On the left, the default Scene view. On the right, the view from the light.](Images/light-placement-tool.jpg) ## Use the Light Placement Tool diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/local-volumetric-fog-volume-reference.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/local-volumetric-fog-volume-reference.md index 82581d4d1b0..23248191544 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/local-volumetric-fog-volume-reference.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/local-volumetric-fog-volume-reference.md @@ -13,6 +13,7 @@ Refer to [Create a local fog effect](create-a-local-fog-effect.md) for more info | **Mask Mode** | Select a mask type to apply to the fog:
•**Texture**: Applies a 3D texture to the fog volume.
•**Material**: Applies a Material to the fog which updates every frame. You can use this to create dynamic fog effects. | | **Blending Mode** | Determines how this fog volume blends with existing fog in the scene:
•**Overwrite**: Replaces existing fog in the volume area with this fog volume.
•**Additive**: Adds the color and density of this fog volume to other fog in the scene. This is the default value.
•**Multiply**: Multiplies the color and density of this fog volume with other fog in the scene. You can use this to create effects relative to a specific fog density.
•**Min**: Determines the minimum density value of this fog volume and the scene fog inside its bounding box. For example, a value of 0 appears to remove fog in a certain area.
•**Max**: Determines the maximum density value of this fog volume and the scene fog inside its bounding box.
| | **Priority** | Determined the order in which HDRP blends fog volumes. HDRP renders the lowest priority volume first and the highest priority last. | +| **Scale Mode** | Specifies the scaling mode to apply to the Local Volumetric Fog Volume. Invariant uses only the size of the volume. Inherit From Hierarchy multiplies the size and the transform scale. | | **Size** | Controls the dimensions of the Volume. | | **Per Axis Control** | Controls the blend distance based on each axis. | | **Blend Distance** | Blend Distance fades from this fog volume's level to the fog level outside it.
This value indicates the absolute distance from the edge of the Volume bounds, defined by the Size property, where the fade starts.
Unity clamps this value between 0 and half of the lowest axis value in the Size property.
If you use the **Normal** tab, you can alter a single float value named Blend Distance, which gives a uniform fade in every direction. If you open the **Advanced** tab, you can use two fades per axis, one for each direction. For example, on the X-axis you could have one for left-to-right and one for right-to-left.
A value of 0 hides the fade, and a value of 1 creates a fade. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/path-tracing-limitations.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/path-tracing-limitations.md index cc773124a4f..17b6a069939 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/path-tracing-limitations.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/path-tracing-limitations.md @@ -24,6 +24,7 @@ HDRP path tracing in Unity currently has the following limitations: - MSAA. - [Graphics.DrawMesh](https://docs.unity3d.com/ScriptReference/Graphics.DrawMesh.html) or [Graphics.RenderMesh](https://docs.unity3d.com/2022.1/Documentation/ScriptReference/Graphics.RenderMesh.html), because rasterization and ray tracing are different ways of generating an image. - [Streaming Virtual Texturing](https://docs.unity3d.com/Documentation/Manual/svt-streaming-virtual-texturing.html). + - Vertex animation, for example wind deformation of vegetation. ### Unsupported shader graph nodes for path tracing diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-adjustment-volume-component-reference.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-adjustment-volume-component-reference.md index c9c660983f7..2e5421e7e5a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-adjustment-volume-component-reference.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-adjustment-volume-component-reference.md @@ -6,93 +6,18 @@ Refer to the following for more information about using the Probe Adjustment Vol - [Fix issues with Adaptive Probe Volumes](probevolumes-fixissues.md) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
PropertyDescription
Influence Volume
ShapeSet the shape of the Adjustment Volume to either Box or Sphere.
SizeSet the size of the Adjustment Volume. This property only appears if you set Shape to Box.
RadiusSet the radius of the Adjustment Volume. This property only appears if you set Shape to Sphere.
Mode -

Select how to override probes inside the Adjustment Volume.

-
    -
  • Invalidate Probes: Mark selected probes as invalid. Refer to How light probe validity works for more information.
  • -
  • Override Validity Threshold: Override the threshold HDRP uses to determine whether Light Probes are marked as invalid. Refer to Adjust Dilation for more information.
  • -
  • Apply Virtual Offset: Change the position Light Probes use when sampling the lighting in the scene during baking. Refer to Adjust Virtual Offset for more information.
  • -
  • Override Virtual Offset Settings: Override the biases HDRP uses during baking to determine when Light Probes use Virtual Offset, and calculate sampling positions. Refer to Adjust Virtual Offset for more information
  • -
  • Intensity Scale: Override the intensity of probes to brighten or darken affected areas.
  • -
  • Override Sky Direction Override the directions Unity uses to sample the ambient probe, if you enable sky occlusion.
  • -
  • Override Sample Count: Override the number of samples Unity uses for Adaptive Probe Volumes.
  • -
-
Dilation Validity Threshold -

Override the ratio of backfaces a probe samples before HDRP considers it invalid. This option only appears if you set Mode to Override Validity Threshold, and you enable Additional Properties.

-
Virtual Offset Rotation -

Set the rotation angle for the Virtual Offset vector on all probes in the Adjustment Volume. This option only appears if you set Mode to Apply Virtual Offset.

-
Virtual Offset Distance -

Set how far HDRP pushes probes along the Virtual Offset Rotation vector. This option only appears if you set Mode to Apply Virtual Offset.

-
Geometry Bias -

Sets how far HDRP pushes a probe's capture point out of geometry after one of its sampling rays hits geometry. This option only appears if you set Mode to Override Virtual Offset Settings.

-
Ray Origin Bias

Override the distance between a probe's center and the point HDRP uses to determine the origin of that probe's sampling ray. This can be used to push rays beyond nearby geometry if the geometry causes issues. This option appears only if you set Mode to Override Virtual Offset Settings.

-
Intensity Scale -

Change the brightness of all probes covered by the Probe Volumes Adjustment Volume component. Use this sparingly, because changing the intensity of probe data can lead to inconsistencies in the lighting. This option only appears if you set Mode to Intensity Scale.

-
Preview Probe Adjustments -

Preview the effect of the adjustments in the Scene view and the Rendering Debugger.

-
Bake Probe Volumes -

Bake the Adaptive Probe Volumes with the adjustments.

-
+| Property | Description | +| :------- | :--------------------------------------------------------------------------------- | +| **Influence Volume** | Set the shape of the Adjustment Volume to either **Box** or **Sphere**.
  • **Shape**: Set the shape of the Adjustment Volume to either **Box** or **Sphere**.
  • **Size**: Set the size of the Adjustment Volume. This property only appears if you set **Shape** to **Box**.
  • **Radius**: Set the radius of the Adjustment Volume. This property only appears if you set **Shape** to **Sphere**.
| +| **Mode** | Select how to override probes inside the Adjustment Volume.
  • **Invalidate Probes:** Mark selected probes as invalid. Refer to [How light probe validity works](probevolumes-fixissues.md#how-light-probe-validity-works) for more information.
  • **Override Validity Threshold:** Override the threshold HDRP uses to determine whether Light Probes are marked as invalid. Refer to [Adjust Dilation](probevolumes-fixissues.md#adjust-dilation) for more information.
  • **Apply Virtual Offset:** Change the position Light Probes use when sampling the lighting in the scene during baking. Refer to [Adjust Virtual Offset](probevolumes-fixissues.md#adjust-virtual-offset) for more information.
  • **Override Virtual Offset Settings:** Override the biases HDRP uses during baking to determine when Light Probes use Virtual Offset, and calculate sampling positions. Refer to [Adjust Virtual Offset](probevolumes-fixissues.md#adjust-virtual-offset) for more information.
  • **Intensity Scale:** Override the intensity of probes to brighten or darken affected areas.
  • **Override Sky Direction:** Override the directions Unity uses to sample the ambient probe, if you enable [sky occlusion](probevolumes-skyocclusion.md).
  • **Override Sample Count:** Override the number of samples Unity uses for Adaptive Probe Volumes.
| +| **Dilation Validity Threshold** | Override the ratio of backfaces a probe samples before HDRP considers it invalid. This option only appears if you set **Mode** to **Override Validity Threshold**, and you enable **Additional Properties**. | +| **Virtual Offset Rotation** | Set the rotation angle for the Virtual Offset vector on all probes in the Adjustment Volume. This option only appears if you set **Mode** to **Apply Virtual Offset**. | +| **Virtual Offset Distance** | Set how far HDRP pushes probes along the Virtual Offset Rotation vector. This option only appears if you set **Mode** to **Apply Virtual Offset**. | +| **Geometry Bias** | Sets how far HDRP pushes a probe's capture point out of geometry after one of its sampling rays hits geometry. This option only appears if you set **Mode** to **Override Virtual Offset Settings**. | +| **Ray Origin Bias** | Override the distance between a probe's center and the point HDRP uses to determine the origin of that probe's sampling ray. This can be used to push rays beyond nearby geometry if the geometry causes issues. This option appears only if you set **Mode** to **Override Virtual Offset Settings**. | +| **Intensity Scale** | Change the brightness of all probes covered by the Probe Volumes Adjustment Volume component. Use this sparingly, because changing the intensity of probe data can lead to inconsistencies in the lighting. This option only appears if you set **Mode** to **Intensity Scale**. | +| **Preview Probe Adjustments** | Preview the effect of the adjustments in the Scene view and the [Rendering Debugger](rendering-debugger-window-reference.md). | +| **Bake Probe Volumes** | Bake the Adaptive Probe Volumes with the adjustments. | ## Override Sample Count properties @@ -101,7 +26,7 @@ These properties are visible only when you set **Mode** to **Override Sample Cou ### Probes | Property | Description | -|-|-| +|:--------|:-------| | **Direct Sample Count** | Set the number of samples Unity uses to calculate direct lighting. | | **Indirect Sample Count** | Set the number of samples Unity uses to calculate indirect lighting. | | **Sample Count Multiplier** | Set a value to multiply **Direct Sample Count** and **Indirect Sample Count** by. | @@ -112,6 +37,6 @@ These properties are visible only when you set **Mode** to **Override Sample Cou These properties only have an effect if you enable sky occlusion. Refer to [Update light from the sky at runtime with sky occlusion](probevolumes-skyocclusion.md) for more information. | Property | Description | -|-|-| +|:------|:------| | **Sample Count** | Set the number of samples Unity uses to calculate a sky occlusion value for each probe. | | **Max Bounces** | Set the maximum number of times Unity bounces light off objects when it calculates a sky occlusion value. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-concept.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-concept.md index 8591c72a8fd..797503a0456 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-concept.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-concept.md @@ -23,7 +23,7 @@ Adaptive Probe Volumes have the following advantages: - Adaptive Probe Volumes include [streaming](probevolumes-streaming.md) functionality to support large open worlds. - You can use Adaptive Probe Volumes to [update light from the sky at runtime with sky occlusion](probevolumes-skyocclusion.md). -![](Images/probevolumes-per-pixel.png)
+![Two comparison scenes of a red car model. The left scene uses Light Probe Groups, so each part of the car is a different shade of red. The right scene uses Adaptive Probe Volumes, so each part of the car is the same shade of red. ](Images/probevolumes-per-pixel.png)
The car model is made up of separate GameObjects. The left scene uses Light Probe Groups, which use per-object lighting, so each part of the car samples a single blended probe value. The right scene uses Adaptive Probe Volumes, which use per-pixel lighting, so each part of the car samples its nearest probes. This image uses the ArchVizPRO Photostudio HDRP asset from the Unity Asset Store. ![](Images/probevolumes-reflection-probe-normalization.png)
diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-fixissues.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-fixissues.md index 16eee27c819..90766a7a973 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-fixissues.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-fixissues.md @@ -14,11 +14,11 @@ HDRP uses the following techniques to minimise incorrect lighting data from Ligh You can check which Light Probes are invalid using the [Rendering Debugger](rendering-debugger-window-reference.md#ProbeVolume). -![](Images/probevolumes-virtualoffsetvsnot.png)
-In the Scene on the left, Virtual Offset isn't active and dark bands are visible. In the Scene on the right, Virtual Offset is active.
+![In the scene on the left, Virtual Offset isn't active so dark bands are visible. In the scene on the right, Virtual Offset is active so there are no dark bands.](Images/probevolumes-virtualoffsetvsnot.png)
+In the scene on the left, Virtual Offset isn't active so dark bands are visible. In the scene on the right, Virtual Offset is active so there are no dark bands. -![](Images/probevolumes-dilationvsnot.png)
-In the Scene on the left, Dilation isn't active and some areas are too dark. In the Scene on the right, Dilation is active.
+![In the scene on the left, Dilation isn't active so some areas are too dark. In the scene on the right, Dilation is active so the areas are no longer dark.](Images/probevolumes-dilationvsnot.png)
+In the scene on the left, Dilation isn't active so some areas are too dark. In the scene on the right, Dilation is active so the areas are no longer dark. ## Fix dark blotches or streaks @@ -39,7 +39,7 @@ You can also disable Virtual Offset for a Baking Set. Virtual Offset only affect ### Adjust Dilation -You can configure **Probe Dilation Settings** in the [Adaptive Probe Volumes panel](probevolumes-lighting-panel-reference.md) in the Lighting window). This changes how HDRP calculates the validity of Light Probes, and how invalid Light Probes use lighting data from nearby valid Light Probes. +You can configure **Probe Dilation Settings** in the [Adaptive Probe Volumes panel](probevolumes-lighting-panel-reference.md) in the Lighting window. This changes how HDRP calculates the validity of Light Probes, and how invalid Light Probes use lighting data from nearby valid Light Probes. You can adjust the following: @@ -56,9 +56,8 @@ You can also disable Dilation for a Baking Set. Dilation only affects baking tim Light leaks are areas that are too light or dark, often in the corners of a wall or ceiling. -![](Images/probevolumes-lightleak.JPG)
-A light leak. -
+![A wall with light leaks, where one side of the wall is too light and one side of the wall is too dark.](Images/probevolumes-lightleak.JPG)
+A wall with light leaks, where one side of the wall is too light and one side of the wall is too dark. Light leaks often occur when geometry receives light from a Light Probe that isn't visible to the geometry, for example because the Light Probe is on the other side of a wall. Adaptive Probe Volumes use regular grids of Light Probes, so Light Probes might not follow walls or be at the boundary between different lighting areas. @@ -151,9 +150,8 @@ Refer to [Probe Adjustment Volume component reference](probevolumes-adjustment-v Seams are artefacts that appear when one lighting condition transitions immediately into another. Seams are caused when two adjacent bricks have different Light Probe densities. Refer to [bricks](probevolumes-concept.md#how-probe-volumes-work) for more information. -![](Images/probevolumes-seams.JPG)
-Two seams. -
+![Two seams on a wall which show the sharp changes in lighting conditions between light and dark.](Images/probevolumes-seams.JPG)
+Two seams on a wall which show the sharp changes in lighting conditions between light and dark. URP fixes seams automatically. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-skyocclusion.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-skyocclusion.md index 0124c58c3b5..dfd4a3bc593 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-skyocclusion.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-skyocclusion.md @@ -15,6 +15,12 @@ At runtime, when a static or dynamic GameObject samples an Adaptive Probe Volume - A sky color from the ambient probe, which updates when the sky color changes. - The sky occlusion value, which is static. +## Limitations + +When Unity calculates sky occlusion values, Unity treats the surfaces of GameObjects as opaque and a gray color. As a result, transparent or translucent GameObjects like windows or leaves bounce light away instead of transmitting it through. Also, dark-colored walls reflect the same amount of light as light-colored walls. To minimize lighting issues, disable **Contribute GI** in the [**Static Editor Flags** property](xref:um-static-objects) for transparent or translucent GameObjects. + +To override the gray color Unity uses, go to **Sky Occlusion Settings** in the [Adaptive Probe Volumes panel](probevolumes-lighting-panel-reference.html#sky-occlusion-settings) and adjust **Albedo Override**. + ## Enable sky occlusion First, enable the GPU lightmapper. Unity doesn't support sky occlusion if you use **Progressive CPU** instead. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-streaming.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-streaming.md index ece305d9a54..bbdfa985b21 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-streaming.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/probevolumes-streaming.md @@ -32,7 +32,7 @@ The smallest section HDRP loads and uses is a cell, which is the same size as th To view the cells in an Adaptive Probe Volume, or debug streaming, use the [Rendering Debugger](rendering-debugger-window-reference.md#probe-volume-panel). -![](Images/probevolumes-debug-displayprobecells.PNG)
+![The Rendering Debugger with **Display Cells** enabled. Each green rectangle is a cell.](Images/probevolumes-debug-displayprobecells.PNG)
The Rendering Debugger with **Display Cells** enabled. ## Load APV data from AssetBundles or Addressables diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/raytracing-troubleshooting.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/raytracing-troubleshooting.md index 6e79d2e5e05..4cc87068da3 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/raytracing-troubleshooting.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/raytracing-troubleshooting.md @@ -44,8 +44,8 @@ You might notice the following symptoms when shadows from directional lights are - The lighting feels flat or unrealistic, especially in large outdoor scenes with sunlight. - - + Directional shadow fallback off + Directional shadow fallback on ### Cause @@ -69,8 +69,8 @@ The following symptoms indicate missing shadows from punctual lights: - Light leaks occur in areas where shadows are meant to be cast by nearby objects. - - + Shadow culling off + Shadow culling on ### Cause @@ -126,8 +126,8 @@ The following symptoms might occur when an indirect specular light leaks: - Reflections seem disconnected from nearby objects or appear out of place. - - + Specular reflection probe off + Specular reflection probe on ### Cause @@ -176,9 +176,9 @@ The following symptoms can indicate indirect diffuse light leaks: + title="Ambient probe dimmer 1" alt="Ambient probe dimmer 1"> + title="Ambient probe dimmer 0" alt="Ambient probe dimmer 0"> ### Cause @@ -207,9 +207,9 @@ Fog light leaks have the following symptoms: + title="Fog color: sky color" alt="Fog color: sky color"> + title="Fog color: Black" alt="Fog color: Black"> ### Cause diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/reference-screen-space-reflection.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/reference-screen-space-reflection.md index febbc9ce467..51359e00b8d 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/reference-screen-space-reflection.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/reference-screen-space-reflection.md @@ -2,6 +2,11 @@ [!include[](snippets/Volume-Override-Enable-Properties.md)] +For more information, refer to the following: + +- [Use the screen space reflection (SSR) override](override-screen-space-reflection.md) +- [Understand reflection in HDRP](reflection-understand.md) + ### Screen-space | **Property** | **Description** | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/refraction-models.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/refraction-models.md index 27f67be8952..d11b075b2e2 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/refraction-models.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/refraction-models.md @@ -11,7 +11,7 @@ If you use this model, HDRP does the following [during the refraction process](O 2. HDRP uses a sphere to approximate the object's shape, and the diameter of the sphere to determine how far the light travels inside. 3. When the light leaves the object, HDRP uses the sphere's surface normal as part of calculating the second refraction. This determines how much the light bends back. -
+The sphere refraction model with an angel statue object. Three rays travel from the camera, and bend as they travel through the object.
How HDRP calculates the refracted light for three example pixels, if you use a **Refraction Thickness Map** to set different widths for different pixels on an object. The solid orange lines are vectors that represent the direction of light from the camera to a pixel. The white circles represent spheres that approximate the object's thickness. The solid blue lines are surface normals. To control the diameter of the spheres: @@ -21,10 +21,10 @@ To control the diameter of the spheres: If you use the sphere refraction model with a spherical object, the Scene you see through the object might be upside-down. -![](Images/refraction-inversion-diagram.svg)
+![Light rays from a tree converging to a point (the inversion point) then continuing, so the tree is upside-down when the rays reach the camera.](Images/refraction-inversion-diagram.svg)
The light rays bend a lot when they exit the object, so they cross over and hit the opposite end of the tree. -![](Images/refraction-inversion.png)
+![A scene with a translucent sphere floating in a forest.](Images/refraction-inversion.png)
The view through a refractive sphere is upside-down. ## Planar refraction model @@ -42,7 +42,7 @@ If you use this model, HDRP does the following [during the refraction process](O 2. HDRP uses a parallel plane to approximate the exit surface (this is a 'planar projection'), and the distance between the object's surface and the plane to determine how far the light travels inside. 3. When the light leaves the object, HDRP bends the light back so it has the same direction as the light that entered the object. -
+The planar refraction model with an angel statue object. Three rays travel from the camera, and bend as they travel through the object.
How HDRP calculates the refracted light for three example pixels, if you use a **Refraction Thickness Map** to set different widths for different pixels on an object. The solid orange lines are vectors that represent the direction of light from the camera to a pixel. The dotted blue lines represent parallel planes approximating the object's thickness. The solid blue lines are surface normals. To control the distance between the planes: @@ -52,10 +52,10 @@ To control the distance between the planes: Set the thickness to the approximate width of the object. The bigger the width, the more visible the refraction effect. -![](Images/refraction-thickness-diagram.svg)
+![A camera viewing a tree through two refractive objects. The light bends more as it travels through the thicker object.](Images/refraction-thickness-diagram.svg)
With a thicker object, the light is offset by a greater amount. -![](Images/refraction-thickness.png)
+![Three transparent cubes of increasing thickness, in front of a checkerboard pattern.](Images/refraction-thickness.png)
Objects with increasing thickness, showing how the light is increasingly deformed. ## Thin refraction model diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-and-post-processing.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-and-post-processing.md index e5bd1fced6f..b2e7215b017 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-and-post-processing.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-and-post-processing.md @@ -4,7 +4,7 @@ Control how the High Definition Render Pipeline (HDRP) renders a scene and apply |Page|Description| |-|-| -|[Understand execution order](rendering-execution-order.md)|Learn the order in which HDRP executes render passes.| +|[Execution order reference](rendering-execution-order.md)|Learn the order in which HDRP executes render passes.| |[Understand post-processing](Post-Processing-Main.md)|Learn how HDRP performs post-processing.| |[Anti-aliasing](Anti-Aliasing.md)|Use an antialiasing method to reduce the appearance of jagged edges.| |[Dynamic resolution](Dynamic-Resolution.md)|Change the screen resolution automatically to maintain a stable frame rate.| 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 7cd61d6725d..0b3bb1b5be1 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 @@ -648,12 +648,15 @@ The **Color monitors** are a set of industry-standard monitors to help artists c | **Size** | The size ratio of the color monitors. | | **Property** | **Description** | -| ----------------- | ------------------------------------------------------------ | -| **Clear Render Targets at creation** | Enable the checkbox to make the Render Graph system clear render targets the first time it uses them | -| **Disable Pass Culling** | Enable the checkbox to render passes which have no impact on the final render. | -| **Immediate Mode** | Enable the checkbox to make the Render Graph system evaluate passes immediately after it creates them. | -| **Log Frame Information** | Press the button to log in the Console informations about the passes rendered during a frame. | -| **Log Resources** | Press the button to log in the Console the list of resources used when rendering a frame. | +| --- | --- | +| **Clear Render Targets At Creation** | Clears render textures the first time the render graph system uses them. | +| **Clear Render Targets When Freed** | Clears render textures when they're no longer used by render graph. | +| **Disable Pass Culling** | Disables HDRP culling render passes that have no impact on the final render. | +| **Disable Pass Merging** | Disables HDRP merging render passes. | +| **Immediate Mode** | Enables the render graph system evaluating passes immediately after it creates them. | +| **Enable Logging** | Enables logging to the **Console** window. | +| **Log Frame Information** | Logs how HDRP uses the resources during the frame, in the **Console** window. | +| **Log Resources** | Logs the resources HDRP uses during the frame, in the **Console** window. | The **NVIDIA device debug view** is a panel that displays a list of the current feature states of NVIDIA Deep Learning Super Sampling (DLSS). Each row represents an active screen in which DLSS is running. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-execution-order.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-execution-order.md index bb94eb05881..8f4f69374de 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-execution-order.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-execution-order.md @@ -1,35 +1,135 @@ -# Understand execution order +# Execution order reference -The following diagram shows the order in which the High Definition Render Pipeline (HDRP) executes render passes. +The High Definition Render Pipeline (HDRP) executes render passes using the following stages: -For more information about injection points, refer to [injection points](Custom-Pass-Injection-Points.md). +1. Prepass +2. Prepare LightLoop data +3. Opaque and sky +4. Transparent +5. Post-processing +6. Overlay gizmos -![](Images/HDRP-frame-graph-diagram.png) +## Prepass stage + +HDRP executes the prepass stage in the following order: + +1. Before Rendering - custom pass injection point +2. Prepass - depth, normal/smoothness, motion vectors +3. PreRenderSky/Cloud +4. DBuffer - no emissive decal +5. GBuffer +6. After Depth and Normal - custom pass injection point +7. Depth pyramid +8. Camera motion vectors + +## Prepare Lightloop data stage + +1. Shadows or cached shadows, or an [optional async pass](#optional-async-stage) +2. Screen space shadows +3. Generate MaxZPass + + +### Optional async pass + +The optional async pass calculates the following: + +- Lights list +- Screen space ambient occlusion (SSAO) +- Contact shadows +- Volume voxelization +- Screen space reflections (SSR) +- Screen space global illumination (SSGI) + +### Opaque and sky stage + +HDRP executes the opaque and sky stage in the following order: + +1. Deferred lighting +2. Forward opaques +3. Decal emissive +4. Subsurface scattering +5. Sky +6. After Opaque and Sky - custom pass injection point +7. After Opaque and Sky - custom post-processing injection point + +### Transparents stage + +HDRP executes the transparents stage in the following order: + +1. Clear stencil +2. Pre-refraction transparent depth prepass +3. Water G-buffer +4. Waterline +5. Transparent depth prepass +6. Volumetric lighting +7. Fog +8. Clouds +9. High Quality Line Rendering +10. Screen space reflections (SSR) +11. Before PreRefraction - custom pass injection point +12. Transparent pre-refraction +13. Water lighting +14. Color pyramid pre-refraction +15. Screen space multiple scattering (SSMS) +16. Before Transparent - custom pass injection point +17. Transparents +18. Low-resolution transparents +19. Combine transparents +20. Transparent PostPass +21. Transparent UI: HDR output + +## Post-processing stage + +HDRP executes the post-processing stage in the following order: + +1. Color pyramid distortion +2. Distortion +3. Before Post Process - custom pass injection point +4. After Post Process Objects +5. Exposure +6. Deep learning super sampling (DLSS) upsample - before Post +7. Before Temporal anti-aliasing (TAA) - custom post-processing injection point +8. TAA or subpixel morphological anti-aliasing (SMAA) +9. Before Postprocess - custom post-processing injection point +10. Depth of field +11. DLSS upsample - After depth of field +12. Motion blur +13. After Post Process Blurs - custom post-processing injection point +14. Panini projection +15. Lens Flare (SRP) +16. Bloom +17. Uber pass - color grading, lens distortion, chromatic effect, vignette, composite +18. After Post Process - custom post-processing injection point +19. DLSS upsample - After Post +20. Final - grain, dithering, composite, fast approximate anti-aliasing (FXAA) +21. After Post Process - custom post-processing injection point ## Post-processing effect execution order The post-processing system in HDRP applies post-processing effects in a specific order. The system also combines some effects into the same compute shader stack to minimize the number of passes. -### Execution order and effect grouping - HDRP executes post processing effects in the following order, from top to bottom. -| Post-processing passes | Compute shader stack | Final post-processing pass | -| -------------------------------------------------- | --------------------- | -------------------------- | -| NaN Killer | | | -| Anti-aliasing (TAA, SMAA) | | | -| Depth of Field | | | -| Motion Blur | | | -| Panini Projection | | | -| Bloom (Pyramid) | | | -| Color Grading (LUT Baking) | | | -| Screen Space Lens Flare (written in bloom texture) | | | -| Data driven lens flare | | | -| | Lens Distortion | | -| | Chromatic Aberration | | -| | Bloom (Apply) | | -| | Vignette | | -| | Color Grading (Apply) | | -| | | Antialiasing (FXAA) | -| | | Film Grain | -| | | 8-bit Dithering | +| **Effect** | **Execution order** | +|-|-| +| NaN remover | Post-processing pass | +| Anti-aliasing - TAA, SMAA | Post-processing pass | +| Depth of field | Post-processing pass | +| Motion blur | Post-processing pass | +| Panini projection | Post-processing pass | +| Bloom - pyramid | Post-processing pass | +| Color grading - look up table (LUT) baking | Post-processing pass | +| Screen space lens flare, written in bloom texture | Post-processing pass | +| Lens flare (SRP) | Post-processing pass | +| Lens distortion | Compute shader stack | +| Chromatic aberration | Compute shader stack | +| Apply bloom | Compute shader stack | +| Vignette | Compute shader stack | +| Apply color grading | Compute shader stack | +| Anti-aliasing - FXAA | Final post-processing pass | +| Film grain | Final post-processing pass | +| 8-bit dithering | Final post-processing pass | + +## Additional resources + +- [Injection points](Custom-Pass-Injection-Points.md) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-troubleshoot.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-troubleshoot.md index 819a6af902a..0016702a76d 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-troubleshoot.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/rendering-troubleshoot.md @@ -5,8 +5,10 @@ Identify and fix common problems with rendering, post-processing and custom pass | Page | Description | |-|-| |[Troubleshoot a Custom Pass](Custom-Pass-Troubleshooting.md)|Fix issues with custom pass effects.| -|[View a Custom Pass in the Frame Debugger](Custom-Pass-Frame-Debugger.md)| Use the Frame Debugger to identify issues with a custom pass.| |[Troubleshoot a custom post-processing effect](rendering-troubleshoot-custom-post-processes.md)|Fix issues with custom post-processing effects.| |[Understand and fix Not a Number (NAN) and Infinite (Inf) values](Post-Processing-Propagating-NaNs.md)|Learn how to identify and remove spreading NAN and Inf values.| |[Known issues](Known-Issues.md)|Fix problems you might have with material array size and local HDRP config packages.| +## Additional resources + +- [Check or find a rendering event](xref:frame-debugger-window-event-hierarchy) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/set-up-a-volume.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/set-up-a-volume.md index e264f54f8cc..5b587880ef8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/set-up-a-volume.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/set-up-a-volume.md @@ -37,7 +37,7 @@ To add a volume to your scene and edit its Volume Profile, follow these steps: 2. In the **Scene** or **Hierarchy** view, select the new GameObject to view it in the Inspector. 3. In the **Volume** component, assign a Volume Profile asset. To create a new Volume Profile, select **New**. -The list of Volume Overrides that the Volume Profile contains appears below the Volume Profile asset. You can add or remove Volume Overrides and edit their properties. Refer to [Volume Overrides](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/VolumeOverrides.html) for more information about changing the Volume Overrides and properties. +The list of Volume Overrides that the Volume Profile contains appears below the Volume Profile asset. You can add or remove Volume Overrides and edit their properties. Refer to [Volume Overrides](https://docs.unity3d.com/Manual/urp/VolumeOverrides.html) for more information about changing the Volume Overrides and properties. ### Example: Create a local post-processing effect diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/set-up-the-volumetric-sample-scene.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/set-up-the-volumetric-sample-scene.md deleted file mode 100644 index dc46b019537..00000000000 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/set-up-the-volumetric-sample-scene.md +++ /dev/null @@ -1,47 +0,0 @@ -# Set up a volumetric sample scene - -1. Select **Window** > **Package manager**. - -1. In the **Package manager** window, select **High Definition RP**. - -1. In the **Samples** tab, import the **Volumetric Samples**. - -1. In the **Project** window, go to **Assets** > **Samples** > **High Definition RP** > HDRP version number > **Volumetric samples** > **Scenes.** - -1. Select the **Volumetric Samples scene.** - -1. Go to **Assets** > **Samples** > **High Definition RP** > HDRP version number > **Volumetric sample**s > **Prefabs**. - -1. Drag one of the following sample prefabs in your scene: - -![](Images/3d-texture-mask-sample.webp) - -**3D Texture Mask Sample** - -![](Images/about-blending-modes.webp) - -**About Blending Modes** - -![](Images/cloudy-sample.webp) - -**Cloudy Sample** - -![](Images/foggy-orb-and-light-sample.webp) - -**Foggy Orb and Light Sample** - -![](Images/fumes-sample.webp) - -**Fumes Sample** - -![](Images/ground-smoke-prefab-sample.webp) - -**Ground Smoke Prefab Sample** - -![](Images/procedural-noise-fog-sample.webp) - -**Procedural Noise Fog Sample** - -![](Images/volumetric-heart-sample.webp) - -**Volumetric Heart Sample** diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-caustics-in-the-water-system.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-caustics-in-the-water-system.md index a62595d6c6e..48f3183558e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-caustics-in-the-water-system.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-caustics-in-the-water-system.md @@ -1,9 +1,6 @@ # Caustics in the water system Caustics are a consequence of light rays refracted or reflected by a curved surface and projected onto another object. -## Opacity -Water that is opaque or partially opaque due to particulates does not refract light as much as clear water. This is because water full of mud (for example) absorbs more light than it refracts. In the context of HDRP, this means that water with a lower **Absorption Distance** value has caustics that are less visible. - ## Wave size HDRP uses the **Ripples** **Simulation Band** for **Caustics** calculations by default if the **Ripples** band is active. If you wish to base caustics on larger waves in a **River** or **Ocean, Sea, or Lake** water surface, you need to adjust the **Simulation Band** setting. It may also be necessary to adjust the **Virtual Plane Distance** to ensure a plausible result. To prevent aliasing artifacts, you can increase the **Caustics Resolution**. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-create-a-current-in-the-water-system.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-create-a-current-in-the-water-system.md index 20bb6a6f6be..2576ed4ca3e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-create-a-current-in-the-water-system.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-create-a-current-in-the-water-system.md @@ -13,7 +13,7 @@ HDRP includes the River sample scene which shows how a current map behaves. To open the River sample scene: -1. Go to **Window** > **Package Manager**. +1. Go to **Window** > **Package Management** > **Package Manager**. 2. Select **High Definition RP**. 3. In the Samples tab, import the **Environment Samples**. 4. Open the scene named **River**. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-debug-mode.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-debug-mode.md index 4afccf381bc..3ec9bfecdfb 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-debug-mode.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-debug-mode.md @@ -8,33 +8,33 @@ The Water Mask mode displays the reduction of each simulation band. White means You can select which channel of the water mask to debug by using the **Water Mask Mode** dropdown. Note that, for saving texture space, the red channel always attenuate the first band (First swell band for oceans, Agitation for rivers, Ripples for pools), green channel, the second band (Second swell band for oceans, ripples for rivers)... etc -![](Images/water-debug-watermask.png) +![An island scene, with a gradient texture that represents the simulation band changing as the water approaches the island.](Images/water-debug-watermask.png) ## Simulation Foam Mask The Simulation Foam Mask mode shows where the simulation foam is rendered on your water surface. -![](Images/water-debug-foammask.png) +![A glacier, with a waterfall displayed as black.](Images/water-debug-foammask.png) ## Current The Current mode shows in which direction the current flows. You can select between swell or agitation and ripples to debug. Note that this mode does not take into account the chaos parameter set in the simulation section. -![](Images/water-debug-current.png) +![An aerial view of a winding river, with small arrows on the water surface that represent the current direction.](Images/water-debug-current.png) ## Deformation The Deformation mode shows the deformation area and the deformation height of the water surface. -![](Images/water-debug-deformation.png) +![A glacier with a waterfall. Different shades of blue represent deformation.](Images/water-debug-deformation.png) ## Foam The Foam mode shows the foam are and where the generated foam (both foam from foam generated and simulation foam) are rendered. You can select to show Surface Foam or Deep Foam using the **Water Foam Mode**. -![](Images/water-debug-foam.png) +![An island scene, with the water surface rendered bright blue to make surface foam clearer.](Images/water-debug-foam.png) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-underwater-view.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-underwater-view.md index f00854334d4..15a2b1762af 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-underwater-view.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-underwater-view.md @@ -6,9 +6,21 @@ The underwater view is rendered as a full-screen post-processing effect. The vie * If volumetric fog is enabled, the underwater view is included in the volumetric buffer and rendered using volumetric lighting, supporting light shafts and light shafts from shadows. -To view non-infinite water surfaces from underwater, you have to specify a [collider](https://docs.unity3d.com/Manual/Glossary.html#Collider). You can either use the box collider HDRP automatically provides or select a box collider in the scene to use for this purpose. +## Define the underwater area -To view infinite water surfaces from underwater, you have to specify a **Volume Depth**. The **Volume Depth** property is only available in Ocean water body types, so this feature is limited to underwater views of infinite Ocean surfaces. +To change the area where the camera displays an underwater view for a non-infinite water surface, use the **Volume Bounds** setting. Follow these steps: + +1. Create a GameObject with a collider component, for example a cube with a **Box Collider** component. +2. Place the GameObject where you want the underwater view to be visible. +3. In the collider component, select **Edit Collider** to set the size of the visible underwater area. +4. Select the water GameObject. +5. In the **Inspector** window, under **Appearance**, under **Underwater**, set **Volume Bounds** to the GameObject you created. + +To set the area of the underwater view for an ocean, follow these steps: + +1. Select the ocean GameObject. +2. In the **Inspector** window, under **Appearance**, enable **Underwater**. +3. Adjust **Volume Depth**. # Water line diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-12.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-12.md index edb08ee45b1..9f905a6d002 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-12.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-12.md @@ -25,7 +25,7 @@ You can use this Vertex Block to create an additional velocity for procedural ge ### Cloud Layer System -![](Images/HDRPFeatures-CloudLayer.png) +![A scene of a town square with a cloudy sky.](Images/HDRPFeatures-CloudLayer.png) HDRP 12.0 introduces a cloud system that you can control through the volume framework. @@ -37,28 +37,24 @@ For detailed steps on how to create custom clouds in your scene, see [creating c HDRP now includes a Volumetric Clouds volume override which allows you to precisely control the cloud coverage in your scene. These clouds receive realistic lighting from the sun and sky. For more information, see the [Volumetric Clouds](create-realistic-clouds-volumetric-clouds.md) documentation. -![](Images/volumetric-clouds-2.png) +![A snowy mountain range and lake with a cloudy sky at sunset.](Images/volumetric-clouds-2.png) -![](Images/volumetric-clouds-1.png) +![A snowy mountain range on a clear day with clouds in the sky.](Images/volumetric-clouds-1.png) ### Lens Flares -![](Images/LensFlareSamples2.png) +![Lens flare effects from a bright sun viewed from space.](Images/LensFlareSamples2.png) HDRP 12.0 includes a new Lens Flare system. You can attach a Lens Flare (SRP) component to any GameObject. Some Lens Flare properties only appear when you attach a Lens Flare (SRP) component to a light. Each Lens Flare has optional multiple elements that you can control individually. HDRP also provides a [new lens flare asset](shared/lens-flare/lens-flare-asset.md) and a [new lens flare component](shared/lens-flare/lens-flare-component.md) that you can attach to any GameObject. -HDRP includes a new Lens Flare sample that uses presets and Textures. You can see an example of the Textures included in this sample in the image below: - -![](Images/LensFlareTextures.png) +HDRP includes a new Lens Flare sample that uses presets and Textures. ### Light Anchor From HDRP 12.0, HDRP includes a new [Light Anchor](light-anchor.md) component. You can attach this component to any light to control the light in Main Camera view. -![](Images/LightAnchor0.png) - ### Light List HDRP version 2021.2 includes a new setting in `ShaderConfig.cs` called `FPTLMaxLightCount`. You can use this setting to set the maximum number of lights per tile on the GPU. To increase this value, you must generate a new Shader config project. For information on how to create a new Shader config project, see [HDRP-Config-Package](). @@ -83,7 +79,7 @@ The image below displays the **Temporal Anti-Aliasing (TAA) Upscale** (A) next t For more information, see [Dynamic Resolution](Dynamic-Resolution.md) -![A:TAA Upscale. B: Catmull-Rom.](Images/DynamicRes_SidebySide_AB.png) +![An industrial environment rendered twice, using TAA (A) and Catmull-Rom (B).](Images/DynamicRes_SidebySide_AB.png) #### NVIDIA’s Deep Learning Super Sampling @@ -113,10 +109,6 @@ To enable **AMD’s FidelityFX Super Resolution**.: - Open the **Default Fallback Upscale Filter** drop down . - Select **FidelityFX Super Resolution**. -![](Images/FidelityFX-Menu.png) - - - ### Mip Bias Support This HDRP version introduces a new setting called **Use Mip Bias.** This setting improves the detail of any upscaling filters you use in your scene. @@ -128,8 +120,6 @@ To enable **Use Mip Bias**: - Expand the **Dynamic resolution** section. - Enable the **Use Mip Bias** checkbox. -![](Images/UseMipBias.png) - ### ClearFlag HDRP 2021.2 includes the new `ClearFlag.Stencil` function. Use this to clear all flags from a stencil. @@ -138,7 +128,7 @@ From HDRP 2021.2, `ClearFlag.Depth` does not clear stencils. ### Probe Volumes Global Illumination (Experimental) -![](Images/ProbeVolumesGI.png) +![A classroom scene, with a 3D grid of Probe Volume probes represented as white spheres throughout the scene.](Images/ProbeVolumesGI.png) HDRP 12.0 introduces an experimental version of the Probe Volume system that creates pre-computed probe-based global illumination. You can use this system to place light probes automatically and create per-pixel lighting. @@ -206,7 +196,7 @@ You can also choose whether to hide or display ### Path tracing improvements -![](Images/HDRPFeatures-FabricPT.png) +![A high-definition living room scene, with highly realistic textures on the sofa, chair, and cushions.](Images/HDRPFeatures-FabricPT.png) HDRP’s path tracing now supports more materials: @@ -244,7 +234,7 @@ When you create a custom decal shader in HDRP 12.x, the accumulated normal value ### Decal normal blending -![](Images/HDRPFeatures-SurfGrad.png) +![A rock with a Unity logo, rendered twice. The image on the right uses the new additive normal blending method, so the logo blends into the surface detail.](Images/HDRPFeatures-SurfGrad.png) From HDRP 12.0 you can use a new option in the [HDRP Asset](HDRP-Asset.md) (**Rendering > Decals > Additive Normal Blending**) to additively blend decal normals with the GameObject's normal map. @@ -272,10 +262,10 @@ Improved the quality of the physically-based Depth Of Field in the following way - Improved support for MSAA to remove artifacts around the edges of visible GameObjects. -![](Images/HDRPFeatures-BetterDoF.png) +![A highly detailed render of a cassette player on a desk, with a depth of field effect that makes surfaces blurry towards and away from the camera.](Images/HDRPFeatures-BetterDoF.png) ### Physically Based Hair Shader -![](Images/PBHairShader.png) +![A head of curly hair.](Images/PBHairShader.png) HDRP 12.0 includes a new physically-based Marschner hair shader. You can use this as an alternative to the Kajiya-Kay hair shader. This new shading model allows you to quickly create a hair material that fits any lighting scenario. For more information about this new hair shader model and its parameters, see [Hair Master Stack](hair-master-stack-reference.md). @@ -306,8 +296,6 @@ HDRP 12.0 includes a built-in custom pass that you can use to generate Object ID HDRP 12.0 includes a more precise method to calculate specular occlusion based on Ambient Occlusion (AO) and Bent normals. This replaces the old method for all materials and shader graphs. -![](Images/SpecularOcclusion.png) - ### Ambient Occlusion and Specular Occlusion In HDRP 12.x, the algorithm that calculates how ambient occlusion and specular occlusion contributes to direct lighting doesn’t use the multi-bounce contribution (GTAOMultiBounce). This gives a more accurate direct lighting result. @@ -323,11 +311,11 @@ HDRP 12.0 improves the quality of the [Screen Space Global Illumination (SSGI)]( SSGI off: -![](Images/SSGIoff.png) +![A room with SSGI off.](Images/SSGIoff.png) SSGI on: -![](Images/SSGIon.png) +![A room with SSGI on, with improved lighting.](Images/SSGIon.png) ### Ray Traced Global Illumination diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-17.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-17.md index 079d59900b3..1c5d5f3b27f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-17.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/whats-new-17.md @@ -8,7 +8,7 @@ This page contains an overview of new features, improvements, and issues resolve Adaptive Probe Volumes can now be enhance with [Sky Occlusion](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/probevolumes-skyocclusion.html) baking. -![](Images/WhatsNew17_SkyOcclusionTOD.png) +![The exterior of an apartment building lit differently in the morning, afternoon, and evening.](Images/WhatsNew17_SkyOcclusionTOD.png) This add a way to perform dynamic time of day for exterior with a sun light on top of a static lighting scenario like for interior done with Adaptive Probe Volumes. @@ -17,9 +17,6 @@ This add a way to perform dynamic time of day for exterior with a sun light on t #### Fallback New user interface for upscaler fallbacks. This new user interface will help the user set their preference in case a platform or API does not support such upscaler. -![](Images/stp-upscaler-ux.png) - - #### AMD FidelityFX 2.1 Super Resolution for Windows Support for AMD FidelityFX 2.1 Super Resolution for Dx11, Dx12, Vulkan in any GPU vendor. The upscaler includes predefined upscaling modes and can easily be turned on in the HDRP settings by enabling the com.unity.amd internal package. This feature also includes the plugin and public API for programmability and accessibility of this effect on any scriptable object. @@ -28,13 +25,11 @@ Support for AMD FidelityFX 2.1 Super Resolution for Dx11, Dx12, Vulkan in any GP Support for the Spatial-Temporal Post-Processing (STP) upscaler has been added for all platforms. This upscaler produces higher quality visuals than the existing TAAU upscaler, but it only supports dynamic resolution when the hardware dynamic resolution mode is active. This means APIs such as DX11 are only capable of using STP when the resolution scale is forced to a fixed percentage. -![](Images/stp-comparison.png) - ### SpeedTree Support of SpeedTree 9 files (.st9) exported by the SpeedTree Modeler application. Speedtree is now compatible with GPU Resident Drawer introduced in this release for improve CPU performance. In addition re-designs the SpeedTreeWind & SpeedTreeWindManager implementations to support multiple SpeedTree wind technologies as well as scalable CPU performance. Performance improvements depends on number of tree instances with wind, a speed up of x5-x10 CPU can be observe on MainThread and RenderThread depends on scenario. -![](Images/fantasy_kingdom_environment.jpg) +![The [Fantasy Kingdom](https://unity.com/demos/fantasy-kingdom) scene with trees in bright autumn colors.](Images/fantasy_kingdom_environment.jpg) ### Path Tracing @@ -42,13 +37,13 @@ Support of SpeedTree 9 files (.st9) exported by the SpeedTree Modeler applicatio Disc and tube shaped area lights are now supported with path tracing. -![](Images/Path-traced-tube-disc-lights.png) +![A car with underbody lights.](Images/Path-traced-tube-disc-lights.png) #### Separate Volumetric Fog denoising The HDRP path tracer now offers an option to denoise the volumetric fog effect separately from the full color output. -![](Images/Separate-volumetric-denoising.png) +![A foggy town square scene, with separate volumetric fog denoising on the left that provides smoother fog.](Images/Separate-volumetric-denoising.png) ### Performance @@ -58,12 +53,10 @@ GPU Resident Drawer Leveraging the power of the [Batch Render Group API](https:/ The extra GPU Culling functionality built on top of GPU Resident drawer allows for GPU-side culling of instances that do not contribute to the final image. This can help to improve GPU performance in scenes with heavy overdraw, and does not require any additional authoring to try out. With Rendering Debugger integration. -![](Images/gpu-occlusion-culling.png) +![The Rendering Debugger displaying occlusion culling information.](Images/gpu-occlusion-culling.png) Enable GPU Resident Drawer and occlusion culling via checkbox on the SRP asset. -![](Images/gpu-occlusion-culling-ux.png) - ## Updated ### Adaptive Probe Volumes @@ -78,8 +71,6 @@ A new toggle was also added to the Probe Volume Graphics settings to disable the Planet parametrization for effects like fog, physically based sky and volumetric clouds have been moved to a shared place in the [Visual Environement override](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/visual-environment-volume-override-reference). -![](Images/environment-plane-settings.jpg) - #### Physically Based Sky The Physically Based sky has received a set of improvements and optimizations. @@ -88,33 +79,31 @@ The memory usage for the precomputed tables has also been reduced. Memory and pe Additionally, the PBR sky now includes an ozone layer as part of the atmosphere model. This is especially noticeable when the sun is close to the horizon. -![](Images/ozone.png) +![A cloudy sky at sunset, with an ozone layer on the right that darkens the sky.](Images/ozone.png) Finally, aerial perspective can now be enabled to simulate light absorption by particles in the atmosphere when looking at objects in the distance, such as mountains or clouds. -![](Images/scattering.png) +![A cloudy sky, with atmospheric scattering on the right that makes the centre of the clouds brighter.](Images/scattering.png) #### Volumetric clouds The volumetric clouds are not clipped by the far plane anymore. Additionally, earth curvature control was removed as Planet settings are now controlled from the Visual Environement. Local Clouds option is also removed, as far plane clipping does not happen anymore. To preserve the behavior of camera not being able to go inside the clouds, you should now set the **Rendering Space** option in **Camera Space** from the Visual Environement -![](Images/visualenvironment-renderingspace.png) - #### Water system Support of GameObject transform on Water Surfaces have been improved. Infinite Oceans and surfaces with Instanced Quad geometry can now be translated and rotated, and support setting a negative scale to flip the surface. Added a Water Decal target for ShaderGraph in order to output water deformation and foam directly to the atlas, and avoid going through a CustomRenderTexture. Using the same graph also simplifies authoring when deformation and foam generation are linked. Additionally foam is now animated to follow the current direction. -![](Images/water-decal.png) +![A shader graph with a Water Decal target, and the effect it produces on a lake.](Images/water-decal.png) Underwater rendering now supports using the volumetric fog to rendering god rays and light shafts. -![](Images/volumetric-underwater.png) +![An underwater view with light shafts shining through from above.](Images/volumetric-underwater.png) Finally, a node has been added to the shadergraph to sample the height of the camera relative to the water surface. It can be used to create water drips and droplets on the camera. Refer to the underwater scene from the water samples in the package manager to see it in action. -![](Images/Waterline.png) +![A camera at the surface level of an ocean, with droplets on the lens.](Images/Waterline.png) #### Volumetric Fog @@ -131,8 +120,6 @@ They are now more consistent and coherent across the different samples. There is more sharing between pipelines and packages and have dependencies in samples themselves. More explanations, links, files are included to better understand what is presented. -![](Images/samples-materials.png) - ### Lens Flare Lens Flares are now have improved XR support. @@ -142,29 +129,23 @@ Additionally, a new ring procedural shape have been added as well as few other f - Support for radial gradient for procedural shapes. - Support for light override to be able to have multiple flares affected by one light. -![](Images/shared/lens-flare/lensflare-ring.png) - ### Hair Improve the workflow for width of a line with the High Quality Line Rendering Feature. Users are now able to express the width in centimeter units on a per-vertex basis. -![](Images/per-vertex-width-values.png) +![At the top, eyebrows with no width values. At the bottom, eyebrows with per-vertex width values, which are softer. ](Images/per-vertex-width-values.png) Character using per-vertex width values for peach fuzz with uniform width of 0.01cm -![](Images/orb-hair.png) +![Character using per-vertex width values for peach fuzz with uniform width of 0.01cm.](Images/orb-hair.png) Also, a new rendering LOD mode based on screen coverage of a hair asset have been added to culls strands based on some kind of heuristic. The screen coverage LOD mode allows an artist to define an animation curve, where the x-axis is the ratio between the screen space bounding-box of the hair instance to the viewport. The y-axis is the percentage of strands to render based on this ratio. -![](Images/ghost-beast.png) - ### Area Lights Area light now used a "pillow" windowing function that is used for range attenuation of both rectangular and line lights. Both area (with cookie) and line lights now works correctly with every material type including Water, Hair, Fabric shaders, dual lobe SSS. In addition this version reduce the amount of CPU memory used to store LTC tables. -![](Images/Area_Materials.png) - ### Path Tracing #### Include for Path Tracing checkbox diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs index d4d4cb8dff7..5449cf26c0c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs @@ -296,7 +296,8 @@ protected override bool DoShadersStripper(HDRenderPipelineAsset hdrpAsset, Shade bool useBicubicLightmapSampling = false; if (GraphicsSettings.TryGetRenderPipelineSettings(out var lightmapSamplingSettings)) useBicubicLightmapSampling = lightmapSamplingSettings.useBicubicLightmapSampling; - return inputData.shaderKeywordSet.IsEnabled(m_LightmapBicubicSampling) != useBicubicLightmapSampling; + if (inputData.shaderKeywordSet.IsEnabled(m_LightmapBicubicSampling) != useBicubicLightmapSampling) + return true; } #if !ENABLE_SENSOR_SDK diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs index 68bd33e3d04..adc52560508 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Compositor/CompositorWindow.cs @@ -7,7 +7,7 @@ namespace UnityEditor.Rendering.HighDefinition.Compositor { - [HDRPHelpURLAttribute("Compositor-User-Guide")] + [HDRPHelpURLAttribute("understand-the-graphics-compositor")] internal class CompositorWindow : EditorWindowWithHelpButton { static class Styles diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs index 06809f179be..d2d3258948f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs @@ -188,7 +188,7 @@ void RayTracedReflectionGUI(RayCastingMode tracingMode) { HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing, "RayTracing"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing); if (RenderPipelineManager.currentPipeline is not HDRenderPipeline { rayTracingSupported: true }) HDRenderPipelineUI.DisplayRayTracingSupportBox(); @@ -261,7 +261,7 @@ public override void OnInspectorGUI() PropertyField(m_Enable, k_EnabledOpaque); if (!notSupported) - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.SSR, "Screen Space Reflection"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.SSR); bool transparentSSRSupported = currentAsset.currentPlatformRenderPipelineSettings.supportSSR && currentAsset.currentPlatformRenderPipelineSettings.supportSSRTransparent @@ -269,7 +269,7 @@ public override void OnInspectorGUI() if (transparentSSRSupported) { PropertyField(m_EnableTransparent, k_EnabledTransparent); - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.TransparentSSR, "Transparent"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.TransparentSSR); } else { diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ScreenSpaceRefractionEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ScreenSpaceRefractionEditor.cs index 656826674c0..1764e5b5325 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ScreenSpaceRefractionEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/ScreenSpaceRefractionEditor.cs @@ -17,7 +17,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Refraction, "Refraction"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Refraction); PropertyField(m_ScreenFadeDistance, k_ScreenFadeDistance); } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs index f79114ddb50..529f881118c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/ScreenSpaceAmbientOcclusionEditor.cs @@ -101,7 +101,7 @@ private static class Styles public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.SSAO, "Screen Space Ambient Occlusion"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.SSAO); HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; bool notSupported = currentAsset != null && !currentAsset.currentPlatformRenderPipelineSettings.supportSSAO; if (notSupported) @@ -118,7 +118,7 @@ public override void OnInspectorGUI() if (m_RayTracing.overrideState.boolValue && m_RayTracing.value.boolValue) { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing, "RayTracing"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing); // If ray tracing is supported display the content of the volume component if (RenderPipelineManager.currentPipeline is not HDRenderPipeline { rayTracingSupported: true }) HDRenderPipelineUI.DisplayRayTracingSupportBox(); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs index c18e5fd0442..aca2b43db85 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs @@ -40,7 +40,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.ContactShadows, "Contact Shadows"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.ContactShadows); PropertyField(m_Enable, EditorGUIUtility.TrTextContent("State", "When enabled, HDRP processes Contact Shadows for this Volume.")); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs index 25f96f97601..68d02832c86 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs @@ -45,7 +45,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.ShadowMaps, "Shadow Maps"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.ShadowMaps); PropertyField(m_MaxShadowDistance, EditorGUIUtility.TrTextContent("Max Distance", "In Meter")); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricClouds/VolumetricCloudsEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricClouds/VolumetricCloudsEditor.cs index b7d9ba1dd16..9dd5d931daf 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricClouds/VolumetricCloudsEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricClouds/VolumetricCloudsEditor.cs @@ -523,7 +523,7 @@ public override void OnInspectorGUI() PropertyField(m_Enable, EditorGUIUtility.TrTextContent("State")); if (m_Enable.value.boolValue && !notSupported) - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.VolumetricClouds, "Volumetric Clouds"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.VolumetricClouds); EditorGUILayout.Space(); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogEditor.cs index 747416783e1..b640ac13f40 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogEditor.cs @@ -111,7 +111,7 @@ static void DrawGizmosSelected(LocalVolumetricFog localVolumetricFog, GizmoType || s_ShapeBox == null || s_ShapeBox.Equals(null)) return; - using (new Handles.DrawingScope(Matrix4x4.TRS(localVolumetricFog.transform.position, localVolumetricFog.transform.rotation, Vector3.one))) + using (new Handles.DrawingScope(Matrix4x4.TRS(localVolumetricFog.transform.position, localVolumetricFog.transform.rotation, localVolumetricFog.effectiveScale))) { // Blend box s_BlendBox.center = CenterBlendLocalPosition(localVolumetricFog); @@ -131,7 +131,7 @@ static void DrawGizmosSelected(LocalVolumetricFog localVolumetricFog, GizmoType void OnSceneGUI() { //Note: for each handle to be independent when multi-selecting LocalVolumetricFog, - //We cannot rely hereon SerializedLocalVolumetricFog which is the collection of + //We cannot rely here on SerializedLocalVolumetricFog which is the collection of //selected LocalVolumetricFog. Thus code is almost the same of the UI. LocalVolumetricFog localVolumetricFog = target as LocalVolumetricFog; @@ -139,7 +139,7 @@ void OnSceneGUI() switch (EditMode.editMode) { case k_EditBlend: - using (new Handles.DrawingScope(Matrix4x4.TRS(localVolumetricFog.transform.position, localVolumetricFog.transform.rotation, Vector3.one))) + using (new Handles.DrawingScope(Matrix4x4.TRS(localVolumetricFog.transform.position, localVolumetricFog.transform.rotation, localVolumetricFog.effectiveScale))) { //contained must be initialized in all case s_ShapeBox.center = Vector3.zero; @@ -186,10 +186,10 @@ void OnSceneGUI() case k_EditShape: //important: if the origin of the handle's space move along the handle, //handles displacement will appears as moving two time faster. - using (new Handles.DrawingScope(Matrix4x4.TRS(Vector3.zero, localVolumetricFog.transform.rotation, Vector3.one))) + using (new Handles.DrawingScope(Matrix4x4.TRS(localVolumetricFog.transform.position, localVolumetricFog.transform.rotation, localVolumetricFog.effectiveScale))) { //contained must be initialized in all case - s_ShapeBox.center = Quaternion.Inverse(localVolumetricFog.transform.rotation) * localVolumetricFog.transform.position; + s_ShapeBox.center = Vector3.zero; s_ShapeBox.size = localVolumetricFog.parameters.size; Vector3 previousSize = localVolumetricFog.parameters.size; @@ -257,9 +257,6 @@ void OnSceneGUI() 1.0f - (newSize.y > 0.00000001 ? (newSize.y - newUniformFade) / newSize.y : 0f), 1.0f - (newSize.z > 0.00000001 ? (newSize.z - newUniformFade) / newSize.z : 0f)); } - - Vector3 delta = localVolumetricFog.transform.rotation * s_ShapeBox.center - localVolumetricFog.transform.position; - localVolumetricFog.transform.position += delta; } } break; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Drawer.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Drawer.cs index 4fdedfa0024..24298da733b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Drawer.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Drawer.cs @@ -79,6 +79,8 @@ static void Drawer_VolumeContent(SerializedLocalVolumetricFog serialized, Editor Vector3 previousPositiveFade = serialized.editorPositiveFade.vector3Value; Vector3 previousNegativeFade = serialized.editorNegativeFade.vector3Value; + EditorGUILayout.PropertyField(serialized.scaleMode, Styles.s_ScaleMode); + EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(serialized.size, Styles.s_Size); if (EditorGUI.EndChangeCheck()) diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs index 576feb02bcb..fd6f24e3e67 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/LocalVolumetricFogUI.Skin.cs @@ -16,6 +16,7 @@ internal static class Styles EditorGUIUtility.IconContent("PreMatCube", "|Modify the influence volume. (SHIFT+2)") }; + public static readonly GUIContent s_ScaleMode = new GUIContent("Scale Mode", "Specifies the scaling mode to apply to the Local Volumetric Fog Volume."); public static readonly GUIContent s_Size = new GUIContent("Size", "Modify the size of this Local Volumetric Fog. This is independent of the Transform's Scale."); public static readonly GUIContent s_AlbedoLabel = new GUIContent("Single Scattering Albedo", "The color this fog scatters light to."); public static readonly GUIContent s_MeanFreePathLabel = new GUIContent("Fog Distance", "Density at the base of the fog. Determines how far you can see through the fog in meters."); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/SerializedLocalVolumetricFog.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/SerializedLocalVolumetricFog.cs index 33f03f41e89..2785963a2a6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/SerializedLocalVolumetricFog.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/VolumetricLighting/SerializedLocalVolumetricFog.cs @@ -16,6 +16,7 @@ class SerializedLocalVolumetricFog public SerializedProperty textureScroll; public SerializedProperty textureTile; + public SerializedProperty scaleMode; public SerializedProperty size; SerializedProperty positiveFade; @@ -54,6 +55,7 @@ public SerializedLocalVolumetricFog(SerializedObject serializedObject) textureScroll = densityParams.FindPropertyRelative("textureScrollingSpeed"); textureTile = densityParams.FindPropertyRelative("textureTiling"); + scaleMode = densityParams.FindPropertyRelative("scaleMode"); size = densityParams.FindPropertyRelative("size"); positiveFade = densityParams.FindPropertyRelative("positiveFade"); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs index 49ef88a43ee..02c1f8fbab2 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDSubTarget.cs @@ -213,7 +213,9 @@ protected SubShaderDescriptor PostProcessSubShader(SubShaderDescriptor subShader { if (passDescriptor.defines == null) passDescriptor.defines = new(); - passDescriptor.defines.Add(CoreDefines.SupportGlobalMipBias); + + if (!passDescriptor.defines.Any(d => d.descriptor.referenceName == CoreDefines.SupportGlobalMipBias.First().descriptor.referenceName)) + passDescriptor.defines.Add(CoreDefines.SupportGlobalMipBias); } CollectPassKeywords(ref passDescriptor); @@ -287,7 +289,9 @@ protected KernelDescriptor PostProcessKernel(KernelDescriptor kernel) { if (passDescriptor.defines == null) passDescriptor.defines = new(); - passDescriptor.defines.Add(CoreDefines.SupportGlobalMipBias); + + if (!passDescriptor.defines.Any(d => d.descriptor.referenceName == CoreDefines.SupportGlobalMipBias.First().descriptor.referenceName)) + passDescriptor.defines.Add(CoreDefines.SupportGlobalMipBias); } CollectPassKeywords(ref passDescriptor); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs index 3995b330302..4d47228f8ab 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/TerrainLit/TerrainLitGUI.cs @@ -98,7 +98,7 @@ protected void FindMaterialProperties(MaterialProperty[] props) heightTransition = prop; else if (prop.name == kEnableInstancedPerPixelNormal) enableInstancedPerPixelNormal = prop; - else if ((prop.flags & (MaterialProperty.PropFlags.HideInInspector | MaterialProperty.PropFlags.PerRendererData)) == 0) + else if ((prop.propertyFlags & (ShaderPropertyFlags.HideInInspector | ShaderPropertyFlags.PerRendererData)) == 0) customProperties.Add(prop); } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs index 7e49b97def1..4035bc60edf 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs @@ -325,7 +325,7 @@ public override void LoadMaterialProperties() transmissionEnable = FindProperty(kTransmissionEnable); clearCoatEnabled = FindProperty(kClearCoatEnabled); - + excludeFromTUAndAA = FindProperty(kExcludeFromTUAndAA); if ((m_Features & Features.DoubleSidedNormalMode) != 0) @@ -874,6 +874,15 @@ protected void DrawLitSurfaceOptions() materialEditor.ShaderProperty(depthOffsetEnable, Styles.depthOffsetEnableText); EditorGUI.indentLevel--; } + + if (displaceMode != DisplacementMode.None && materials[0].GetTexture(kHeightMap) == null) + { + EditorGUILayout.Space(); + EditorGUI.indentLevel++; + + EditorGUILayout.HelpBox("Please set a valid HeightMap (in the 'Surface Inputs' category) to apply any displacement.", MessageType.Warning); + EditorGUI.indentLevel--; + } } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Water/ShaderGraph/WaterSubTarget.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Water/ShaderGraph/WaterSubTarget.cs index fb38cedf2f2..860def892bd 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Water/ShaderGraph/WaterSubTarget.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Water/ShaderGraph/WaterSubTarget.cs @@ -461,8 +461,8 @@ PassCollection GetWaterPasses() GenerateWaterGBufferPass(false, true, systemData.debugSymbols), // Low res gbuffer GenerateWaterGBufferPass(true, false, systemData.debugSymbols), - // Debug pass, always use tessellation to reduce variants - GenerateWaterDebugPass(false, true, systemData.debugSymbols), + // Debug pass, never use tessellation to reduce variants + GenerateWaterDebugPass(false, false, systemData.debugSymbols), GenerateWaterDebugPass(true, false, systemData.debugSymbols), }; return passes; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/BloomEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/BloomEditor.cs index a6bff21b9c2..0c58027544e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/BloomEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/BloomEditor.cs @@ -39,7 +39,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Bloom, "Bloom"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Bloom); base.OnInspectorGUI(); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ChromaticAberrationEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ChromaticAberrationEditor.cs index eb057b82abf..f5ec875557c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ChromaticAberrationEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ChromaticAberrationEditor.cs @@ -24,7 +24,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.ChromaticAberration, "Chromatic Aberration"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.ChromaticAberration); PropertyField(m_SpectralLUT); PropertyField(m_Intensity); 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 1e8d19c6766..3165410858a 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 @@ -86,7 +86,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.DepthOfField, "Depth Of Field"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.DepthOfField); PropertyField(m_FocusMode, Styles.k_DepthOfFieldMode); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/FilmGrainEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/FilmGrainEditor.cs index d54b478d79a..edeec55e89d 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/FilmGrainEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/FilmGrainEditor.cs @@ -24,7 +24,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.FilmGrain, "Film Grain"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.FilmGrain); PropertyField(m_Type); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs index 648275afaf1..b7cc830db95 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/MotionBlurEditor.cs @@ -41,7 +41,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.MotionBlur, "Motion Blur"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.MotionBlur); PropertyField(m_Intensity); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/PaniniProjectionEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/PaniniProjectionEditor.cs index 85f32a97fc2..4424309d9c4 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/PaniniProjectionEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/PaniniProjectionEditor.cs @@ -22,7 +22,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.PaniniProjection, "Panini Projection"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.PaniniProjection); PropertyField(m_Distance); PropertyField(m_CropToFit); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ScreenSpaceLensFlareEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ScreenSpaceLensFlareEditor.cs index 141cccf671d..e7b9023d6ed 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ScreenSpaceLensFlareEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/ScreenSpaceLensFlareEditor.cs @@ -78,18 +78,9 @@ public override void OnEnable() public override void OnInspectorGUI() { - // We loop through each camera and displaying a message if there's any bloom intensity = 0 preventing lens flare to render. - foreach (HDCamera hdCamera in HDEditorUtils.GetAllCameras()) - { - var bloomComponent = hdCamera.volumeStack.GetComponent(); - if (bloomComponent != null && !bloomComponent.IsActive()) - { - EditorGUILayout.HelpBox("One or more Bloom override has an intensity set to 0. This prevents Screen Space Lens Flare to render.", MessageType.Warning); - break; - } - } - - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.LensFlareScreenSpace, "Screen Space Lens Flare"); + // We loop through each camera and displaying a message if there's any bloom intensity = 0 preventing lens flare to render. + HDEditorUtils.EnsureVolume((Bloom bloom) => !bloom.IsActive() ? "One or more Bloom override has an intensity set to 0. This prevents Screen Space Lens Flare to render." : null); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.LensFlareScreenSpace); if (!HDRenderPipeline.currentAsset?.currentPlatformRenderPipelineSettings.supportScreenSpaceLensFlare ?? false) { diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/TonemappingEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/TonemappingEditor.cs index 6ce8e473334..8ca9b7c030a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/TonemappingEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/TonemappingEditor.cs @@ -85,7 +85,7 @@ internal bool HDROutputIsActive() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Tonemapping, "Tonemapping"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Tonemapping); bool hdrInPlayerSettings = UnityEditor.PlayerSettings.allowHDRDisplaySupport; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/VignetteEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/VignetteEditor.cs index eac7d7e3805..970dd53fd5d 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/VignetteEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/VignetteEditor.cs @@ -39,7 +39,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Vignette, "Vignette"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Vignette); PropertyField(m_Mode); PropertyField(m_Color); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs index 9d31cc4b9e6..348d8273e38 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Drawers.cs @@ -8,7 +8,7 @@ namespace UnityEditor.Rendering.HighDefinition static partial class HDCameraUI { /// Enum to store know the expanded state of a expandable section on the camera inspector - [HDRPHelpURL("HDRP-Camera")] + [HDRPHelpURL("hdrp-camera-component-reference")] public enum Expandable { /// Projection 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 9d2f7122f9e..d0162da14c9 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 @@ -321,7 +321,7 @@ static bool DataDrivenLensFlareHelpBox() return false; } - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.LensFlareDataDriven, "Lens Flare Data Driven"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.LensFlareDataDriven); return true; } @@ -336,76 +336,76 @@ static void OpenRenderingDebugger(string panelName) } } - static void HighlightInDebugger(HDCamera hdCamera, FrameSettingsField field, string displayName) + static void HighlightInDebugger(Camera camera, FrameSettingsField field, string displayName) { - OpenRenderingDebugger(hdCamera.camera.name); + OpenRenderingDebugger(camera.name); // Doesn't work for some reason //CoreEditorUtils.Highlight("Rendering Debugger", displayName, HighlightSearchMode.Auto); //GUIUtility.ExitGUI(); } - internal static void FrameSettingsHelpBox(HDCamera hdCamera, FrameSettingsField field, string displayName) + static IEnumerable GetAllCameras() { - var data = HDUtils.TryGetAdditionalCameraDataOrDefault(hdCamera.camera); - var defaults = GraphicsSettings.GetRenderPipelineSettings().GetDefaultFrameSettings(FrameSettingsRenderType.Camera); - - var type = MessageType.Warning; - var attribute = FrameSettingsExtractedDatas.GetFieldAttribute(field); - - bool disabledInGlobal = !defaults.IsEnabled(field); - bool disabledByCamera = data.renderingPathCustomFrameSettingsOverrideMask.mask[(uint)field] && - !data.renderingPathCustomFrameSettings.IsEnabled(field); - bool disabledByDependency = !attribute.dependencies.All(hdCamera.frameSettings.IsEnabled); - - var historyContainer = hdCamera.camera.cameraType == CameraType.SceneView - ? FrameSettingsHistory.sceneViewFrameSettingsContainer - : HDUtils.TryGetAdditionalCameraDataOrDefault(hdCamera.camera); - bool disabledByDebug = FrameSettingsHistory.enabled && !historyContainer.frameSettingsHistory.debug.IsEnabled(field) && historyContainer.frameSettingsHistory.sanitazed.IsEnabled(field); - - var textBase = $"The FrameSetting required to render this effect in the {(hdCamera.camera.cameraType == CameraType.SceneView ? "Scene" : "Game")} view "; - - if (disabledByDebug) - CoreEditorUtils.DrawFixMeBox(textBase + "is disabled in the Rendering Debugger.", type, "Open", () => HighlightInDebugger(hdCamera, field, displayName)); - else if (disabledByCamera) - CoreEditorUtils.DrawFixMeBox(textBase + "is disabled on a Camera.", type, "Open", () => EditorUtility.OpenPropertyEditor(hdCamera.camera)); - else if (disabledInGlobal) - GlobalSettingsHelpBox(textBase + "is disabled in the HDRP Global Settings.", type, field, displayName); - else if (disabledByDependency) - GlobalSettingsHelpBox(textBase + "depends on a disabled FrameSetting.", type, field, displayName); + foreach (SceneView sceneView in SceneView.sceneViews) + yield return sceneView.camera; + foreach (Camera camera in Camera.allCameras) + if (camera.cameraType == CameraType.Game) + yield return camera; } - - internal static HDCamera[] GetAllCameras() + + static IEnumerable<(Camera camera, FrameSettings @default, IFrameSettingsHistoryContainer historyContainer)> SelectFrameSettingsStages(IEnumerable cameras) { - HashSet cameras = new(); + var supportedFeatures = HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings; + var defaultSettings = GraphicsSettings.GetRenderPipelineSettings().GetDefaultFrameSettings(FrameSettingsRenderType.Camera); - // Looping through all the scene views - foreach (SceneView sceneView in SceneView.sceneViews) + foreach (var camera in cameras) { - if (!sceneView.hasFocus) continue; - cameras.Add(HDCamera.GetOrCreate(sceneView.camera)); + var additionalCameraData = HDUtils.TryGetAdditionalCameraDataOrDefault(camera); + var historyContainer = camera.cameraType == CameraType.SceneView ? FrameSettingsHistory.sceneViewFrameSettingsContainer : additionalCameraData; + + FrameSettings dummy = default; + FrameSettingsHistory.AggregateFrameSettings(ref dummy, camera, historyContainer, ref defaultSettings, supportedFeatures); + yield return (camera, defaultSettings, historyContainer); } + } + + static void FrameSettingsHelpBox(Camera camera, FrameSettingsField field, FrameSettings @default, IFrameSettingsHistoryContainer historyContainer) + { + FrameSettingsHistory history = historyContainer.frameSettingsHistory; + bool finalValue = history.debug.IsEnabled(field); + if (finalValue) return; //must be false to call this method - // Looping through all the game views - foreach (var camera in HDCamera.GetHDCameras()) - { - if (camera == null || camera.camera == null) - continue; + bool defaultValue = @default.IsEnabled(field); + bool cameraOverrideState = historyContainer.hasCustomFrameSettings && history.customMask.mask[(uint)field]; + bool cameraOverridenValue = history.overridden.IsEnabled(field); + bool cameraSanitizedValue = history.sanitazed.IsEnabled(field); - if (camera.camera.cameraType == CameraType.Game) - cameras.Add(camera); - } + var attribute = FrameSettingsExtractedDatas.GetFieldAttribute(field); + bool dependenciesSanitizedValueOk = attribute.dependencies.All(fs => attribute.IsNegativeDependency(fs) ? !history.sanitazed.IsEnabled(fs) : history.sanitazed.IsEnabled(fs)); + + bool disabledByDefault = !defaultValue && !cameraOverrideState; + bool disabledByCameraOverride = cameraOverrideState && !cameraOverridenValue; - return cameras.ToArray(); + var textBase = $"The FrameSetting required to render this effect in the {(camera.cameraType == CameraType.SceneView ? "Scene" : "Game")} view (by {camera.name}) "; + + if (disabledByDefault) + GlobalSettingsHelpBox(textBase + "is disabled in the HDRP Global Settings.", MessageType.Warning, field, attribute.displayedName); + else if (disabledByCameraOverride) + CoreEditorUtils.DrawFixMeBox(textBase + $"is disabled on the Camera.", MessageType.Warning, "Open", () => EditorUtility.OpenPropertyEditor(camera)); + else if (!dependenciesSanitizedValueOk) + GlobalSettingsHelpBox(textBase + "depends on a disabled FrameSetting.", MessageType.Warning, field, attribute.displayedName); + else if (!finalValue) + CoreEditorUtils.DrawFixMeBox(textBase + "is disabled in the Rendering Debugger.", MessageType.Warning, "Open", () => HighlightInDebugger(camera, field, attribute.displayedName)); } - internal static bool EnsureFrameSetting(FrameSettingsField field, string displayName) + internal static bool EnsureFrameSetting(FrameSettingsField field) { - foreach (var camera in GetAllCameras()) + foreach ((Camera camera, FrameSettings @default, IFrameSettingsHistoryContainer historyContainer) in SelectFrameSettingsStages(GetAllCameras())) { - if (!camera.frameSettings.IsEnabled(field)) + if (!historyContainer.frameSettingsHistory.debug.IsEnabled(field)) { - FrameSettingsHelpBox(camera, field, displayName); + FrameSettingsHelpBox(camera, field, @default, historyContainer); EditorGUILayout.Space(); return false; } @@ -413,31 +413,34 @@ internal static bool EnsureFrameSetting(FrameSettingsField field, string display return true; } - - internal static bool EnsureVolumeAndFrameSetting(Func volumeValidator, FrameSettingsField field, string displayName) where T : UnityEngine.Rendering.VolumeComponent + + static IEnumerable<(Camera camera, T component)> SelectVolumeComponent(IEnumerable cameras) where T : VolumeComponent { // Wait for volume system to be initialized if (VolumeManager.instance.baseComponentTypeArray == null) - return true; - - var cameras = GetAllCameras(); + yield break; - foreach (var camera in cameras) + foreach (var camera in GetAllCameras()) { - var errorString = volumeValidator(camera.volumeStack.GetComponent()); - if (!string.IsNullOrEmpty(errorString)) - { - EditorGUILayout.HelpBox(errorString, MessageType.Warning); - EditorGUILayout.Space(); - return false; - } + if (!HDCamera.TryGet(camera, out var hdCamera)) + continue; + + T component = hdCamera.volumeStack.GetComponent(); + if (component == null) + continue; + + yield return (camera, component); } + } - foreach (var camera in cameras) + internal static bool EnsureVolume(Func volumeValidator) where T : VolumeComponent + { + foreach ((Camera camera, T component) in SelectVolumeComponent(GetAllCameras())) { - if (!camera.frameSettings.IsEnabled(field)) + var errorString = volumeValidator(component); + if (!string.IsNullOrEmpty(errorString)) { - FrameSettingsHelpBox(camera, field, displayName); + EditorGUILayout.HelpBox(errorString, MessageType.Warning); EditorGUILayout.Space(); return false; } 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 528130a568b..b2a8067c37f 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 @@ -354,8 +354,8 @@ public class Styles public static readonly GUIContent volumeProfileLabel = EditorGUIUtility.TrTextContent("Volume Profile", "Settings that will override the values defined in the Default Volume Profile set in the Render Pipeline Global settings. Local Volumes inside scenes may override these settings further."); public static System.Lazy volumeProfileContextMenuStyle = new(() => new GUIStyle(CoreEditorStyles.contextMenuStyle) { margin = new RectOffset(0, 1, 3, 0) }); - public static readonly GUIContent[] shadowBitDepthNames = { new GUIContent("32 bit"), new GUIContent("16 bit") }; - public static readonly int[] shadowBitDepthValues = { (int)DepthBits.Depth32, (int)DepthBits.Depth16 }; + public static readonly GUIContent[] shadowBitDepthNames = { new GUIContent("32 bit"), new GUIContent("16 bit"), new GUIContent("24 bit") }; + public static readonly int[] shadowBitDepthValues = { (int)DepthBits.Depth32, (int)DepthBits.Depth16, (int)DepthBits.Depth24 }; public static readonly GUIContent gpuResidentDrawerMode = EditorGUIUtility.TrTextContent("GPU Resident Drawer", "Enables draw submission through the GPU Resident Drawer, which can improve CPU performance"); public static readonly GUIContent smallMeshScreenPercentage = EditorGUIUtility.TrTextContent("Small-Mesh Screen-Percentage", "Default minimum screen percentage (0-20%) gpu-driven Renderers can cover before getting culled. If a Renderer is part of a LODGroup, this will be ignored."); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/LineRendering/HDRenderPipeline.LineRendering.VolumeComponentEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/LineRendering/HDRenderPipeline.LineRendering.VolumeComponentEditor.cs index 9557052ba7f..f7589519388 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/LineRendering/HDRenderPipeline.LineRendering.VolumeComponentEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/LineRendering/HDRenderPipeline.LineRendering.VolumeComponentEditor.cs @@ -30,7 +30,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.HighQualityLineRendering, "High Quality Line Rendering"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.HighQualityLineRendering); HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; bool notSupported = currentAsset != null && !currentAsset.currentPlatformRenderPipelineSettings.supportHighQualityLineRendering; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/PathTracing/PathTracingEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/PathTracing/PathTracingEditor.cs index d6f8e2494df..6dfee7b980c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/PathTracing/PathTracingEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/PathTracing/PathTracingEditor.cs @@ -58,7 +58,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing, "Path tracing"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing); HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; bool notSupported = currentAsset != null && !currentAsset.currentPlatformRenderPipelineSettings.supportRayTracing; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs index 2a519601b93..12a4573e6c6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs @@ -167,7 +167,7 @@ void RayTracingQualityModeGUI() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.SSGI, "Screen Space Global Illumination"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.SSGI); HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; bool notSupported = !currentAsset?.currentPlatformRenderPipelineSettings.supportSSGI ?? false; @@ -197,7 +197,7 @@ public override void OnInspectorGUI() { if (rayTracingSettingsDisplayed) { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing, "RayTracing"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing); if (RenderPipelineManager.currentPipeline is not HDRenderPipeline { rayTracingSupported: true }) HDRenderPipelineUI.DisplayRayTracingSupportBox(); diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/LightClusterEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/LightClusterEditor.cs index 68c5333cf2d..db48e44a337 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/LightClusterEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/LightClusterEditor.cs @@ -10,7 +10,7 @@ class LightClusterEditor : VolumeComponentEditor { public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing, "Raytracing"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing); HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; bool notSupported = currentAsset != null && !currentAsset.currentPlatformRenderPipelineSettings.supportRayTracing; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs index 8538075a55c..1ad4ed61aeb 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingSettingsEditor.cs @@ -40,7 +40,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing, "Raytracing"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing); HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; bool notSupported = currentAsset != null && !currentAsset.currentPlatformRenderPipelineSettings.supportRayTracing; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs index 476e16a576d..a1235987836 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RecursiveRenderingEditor.cs @@ -37,7 +37,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing, "Raytracing"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing); HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; bool notSupported = currentAsset != null && !currentAsset.currentPlatformRenderPipelineSettings.supportRayTracing; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/SubSurfaceScatteringEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/SubSurfaceScatteringEditor.cs index ce2b3974e8f..88e690d4bbc 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/SubSurfaceScatteringEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/SubSurfaceScatteringEditor.cs @@ -20,7 +20,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing, "Raytracing"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.RayTracing); HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; bool notSupported = currentAsset != null && !currentAsset.currentPlatformRenderPipelineSettings.supportRayTracing; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs index f0ac7f77513..8f4a2a826f0 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs @@ -82,7 +82,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.AtmosphericScattering, "Fog"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.AtmosphericScattering); PropertyField(m_Enabled, s_Enabled); @@ -124,7 +124,7 @@ public override void OnInspectorGUI() { PropertyField(m_EnableVolumetricFog, s_EnableVolumetricFog); - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Volumetrics, "Volumetric Fog"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Volumetrics); using (new IndentLevelScope()) { diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs index 3a38e9109e0..64a0878a82a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs @@ -8,6 +8,7 @@ using System; using System.Collections.Generic; using System.Linq; +using System.Reflection; namespace UnityEditor.Rendering.HighDefinition { @@ -16,16 +17,7 @@ class HDLightingWindowEnvironmentSectionEditor : LightingWindowEnvironmentSectio { class Styles { - public static GUIStyle headerStyle; - static Styles() - { - headerStyle = new GUIStyle(EditorStyles.foldoutHeader); - headerStyle.fontStyle = FontStyle.Bold; - headerStyle.fontSize = 12; - headerStyle.margin = new RectOffset(17, 0, 0, 0); - headerStyle.padding = new RectOffset(16, 1, 0, 0); - headerStyle.fixedHeight = 21; - } + public static readonly GUIStyle inspectorTitle = "IN Title"; } class SerializedStaticLightingSky @@ -81,6 +73,8 @@ bool toggleValue } } + static MethodInfo k_FoldoutTitlebar; + public override void OnEnable() { m_SerializedActiveSceneLightingSky = new SerializedStaticLightingSky(GetStaticLightingSkyForScene(EditorSceneManager.GetActiveScene())); @@ -151,35 +145,20 @@ public override void OnInspectorGUI() void DrawGUI() { - Rect mainSeparator = EditorGUILayout.GetControlRect(GUILayout.Height(1)); - mainSeparator.xMin -= 3; - mainSeparator.xMax += 4; - EditorGUI.DrawRect(mainSeparator, EditorGUIUtility.isProSkin - ? new Color32(26, 26, 26, 255) - : new Color32(127, 127, 127, 255)); - - Rect line = EditorGUILayout.GetControlRect(); - line.xMin -= 3; - line.xMax += 4; - line.y -= 2; - line.yMax += 4; + if (k_FoldoutTitlebar == null) + { + var flags = BindingFlags.NonPublic | BindingFlags.Static; + Type[] args = new Type[] { typeof(Rect), typeof(GUIContent), typeof(bool), typeof(bool) }; + k_FoldoutTitlebar = typeof(EditorGUI).GetMethod("FoldoutTitlebar", flags, null, args, null); + } - toggleValue = EditorGUI.Foldout(line, toggleValue, EditorGUIUtility.TrTextContent("Environment (HDRP)", "Sky lighting environment for active Scene"), Styles.headerStyle); + var labelRect = GUILayoutUtility.GetRect(GUIContent.none, Styles.inspectorTitle, GUILayout.ExpandWidth(true)); + var label = EditorGUIUtility.TrTextContent("Environment (HDRP)", "Sky lighting environment for active Scene"); - EditorGUI.DrawRect(line, EditorGUIUtility.isProSkin - ? new Color(1f, 1f, 1f, 0.03f) - : new Color(1f, 1f, 1f, 0.2f)); + toggleValue = (bool)k_FoldoutTitlebar.Invoke(null, new object[] { labelRect, label, toggleValue, true }); if (m_ToggleValue) { - Rect separator = EditorGUILayout.GetControlRect(GUILayout.Height(1)); - separator.xMin -= 3; - separator.xMax += 4; - separator.y -= 1; - EditorGUI.DrawRect(separator, EditorGUIUtility.isProSkin - ? new Color32(48, 48, 48, 255) - : new Color32(186, 186, 186, 255)); - ++EditorGUI.indentLevel; //cannot use SerializeProperty due to logic in the property diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXDecalHDRPOutput.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXDecalHDRPOutput.cs index da95e5c8d98..52bbfcfc175 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXDecalHDRPOutput.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXDecalHDRPOutput.cs @@ -260,7 +260,7 @@ public override IEnumerable additionalDefines yield return "AFFECT_AMBIENT_OCCLUSION"; if (affectSmoothness) yield return "AFFECT_SMOOTHNESS"; - if (useEmissiveColor || useEmissiveMap) + if (useEmissiveColor || useEmissiveMap || (colorMode & ColorMode.Emissive) != 0) yield return "NEEDS_FORWARD_EMISSIVE_PASS"; } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Unlit/EvaluateMaterialData.template b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Unlit/EvaluateMaterialData.template index d2ba12ff949..fa694289aae 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Unlit/EvaluateMaterialData.template +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/DXR/Unlit/EvaluateMaterialData.template @@ -9,6 +9,7 @@ void EvaluateUnlitMaterialData(in AttributeData attributeData, out float4 outCol // Load the VFX attributes that we need for this ${VFXLoadAttributes} ${VFXProcessBlocks} + float2 uv = attributeData.barycentrics; ${VFXGetColorRT} // Return the color diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterRenderingEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterRenderingEditor.cs index 46b468e3702..6852e8092b8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterRenderingEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterRenderingEditor.cs @@ -33,7 +33,7 @@ public override void OnEnable() public override void OnInspectorGUI() { - HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Water, "Water"); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Water); HDRenderPipelineAsset currentAsset = HDRenderPipeline.currentAsset; bool notSupported = currentAsset != null && !currentAsset.currentPlatformRenderPipelineSettings.supportWater; if (notSupported) diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/VFX/SampleWaterSurface.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/VFX/SampleWaterSurface.cs index 15e58885dce..8f36e0ff95a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/VFX/SampleWaterSurface.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/VFX/SampleWaterSurface.cs @@ -20,9 +20,7 @@ public override void OnInspectorGUI() } } } - - - [VFXHelpURL("Operator-SampleWaterSurface")] + [VFXInfo(category = "Sampling")] class SampleWaterSurface : VFXOperator { @@ -64,7 +62,7 @@ public class OutputProperties [Tooltip("Returns the normal of the Water Surface at the sampled position.")] public Vector3 normal; [Tooltip("Vector that gives the local current orientation.")] - public Vector3 currentDirectionWS; + public Vector2 currentDirectionWS; } public static(string errorID, string errorDesc) ComputeHDRPConfigurationError() @@ -121,7 +119,7 @@ protected override sealed VFXExpression[] BuildExpression(VFXExpression[] inputE VFXExpression outputPosition = new VFXExpressionHLSL("ProjectPoint", ProjectPoint, typeof(Vector3), inputExpression, Array.Empty()); VFXExpression outputHeight = new VFXExpressionHLSL("EvaluateHeight", EvaluateHeight, typeof(float), inputExpression, Array.Empty()); VFXExpression outputNormal = new VFXExpressionHLSL("EvaluateNormal", EvaluateNormal, typeof(Vector3), inputExpression, Array.Empty()); - VFXExpression outputCurrent = new VFXExpressionHLSL("EvaluateCurrent", EvaluateCurrent, typeof(Vector3), inputExpression, Array.Empty()); + VFXExpression outputCurrent = new VFXExpressionHLSL("EvaluateCurrent", EvaluateCurrent, typeof(Vector2), inputExpression, Array.Empty()); return new [] { outputPosition, outputHeight, outputNormal, outputCurrent }; } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.cs index c1862aa4d30..d1425cbfb30 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Water/WaterSurface/WaterSurfaceEditor.cs @@ -292,8 +292,8 @@ public override void OnInspectorGUI() return; } - Func validator = (water) => !water.enable.value ? "Water Surface Rendering is not enabled in the Volume System." : null; - HDEditorUtils.EnsureVolumeAndFrameSetting(validator, FrameSettingsField.Water, "Water"); + HDEditorUtils.EnsureVolume((WaterRendering water) => !water.enable.value ? "Water Surface Rendering is not enabled in the Volume System." : null); + HDEditorUtils.EnsureFrameSetting(FrameSettingsField.Water); if (target is WaterSurface surface && surface.surfaceIndex == -1) { diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs index 494b89b572e..94db4490e1e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.Configuration.cs @@ -24,6 +24,13 @@ enum InclusiveMode enum QualityScope { Global, CurrentQuality } + enum Result + { + Failed, + OK, + Pending, + } + static class InclusiveScopeExtention { public static bool Contains(this InclusiveMode thisScope, InclusiveMode scope) @@ -109,14 +116,14 @@ struct Entry public readonly QualityScope scope; public readonly InclusiveMode inclusiveScope; public readonly Style.ConfigStyle configStyle; - public readonly Func check; + public readonly Func check; public readonly Action fix; public readonly int indent; public readonly bool forceDisplayCheck; public readonly bool skipErrorIcon; public readonly bool displayAssetName; - public Entry(QualityScope scope, InclusiveMode mode, Style.ConfigStyle configStyle, Func check, + public Entry(QualityScope scope, InclusiveMode mode, Style.ConfigStyle configStyle, Func check, Action fix, int indent = 0, bool forceDisplayCheck = false, bool skipErrorIcon = false, bool displayAssetName = false) { this.scope = scope; @@ -125,7 +132,21 @@ public Entry(QualityScope scope, InclusiveMode mode, Style.ConfigStyle configSty this.check = check; this.fix = fix; this.forceDisplayCheck = forceDisplayCheck; - this.indent = mode == InclusiveMode.XRManagement ? 1 : indent; + this.indent = indent; + this.skipErrorIcon = skipErrorIcon; + this.displayAssetName = displayAssetName; + } + + public Entry(QualityScope scope, InclusiveMode mode, Style.ConfigStyle configStyle, Func check, + Action fix, int indent = 0, bool forceDisplayCheck = false, bool skipErrorIcon = false, bool displayAssetName = false) + { + this.scope = scope; + this.inclusiveScope = mode; + this.configStyle = configStyle; + this.check = () => check() ? Result.OK : Result.Failed; + this.fix = fix; + this.forceDisplayCheck = forceDisplayCheck; + this.indent = indent; this.skipErrorIcon = skipErrorIcon; this.displayAssetName = displayAssetName; } @@ -177,8 +198,8 @@ Entry[] BuildEntryList() new Entry(QualityScope.Global, InclusiveMode.HDRP, Style.hdrpShadowmask, IsShadowmaskCorrect, FixShadowmask), new Entry(QualityScope.Global, InclusiveMode.HDRP, Style.hdrpMigratableAssets, IsMigratableAssetsCorrect, FixMigratableAssets), new Entry(QualityScope.Global, InclusiveMode.VR, Style.vrXRManagementPackage, IsVRXRManagementPackageInstalledCorrect, FixVRXRManagementPackageInstalled), - new Entry(QualityScope.Global, InclusiveMode.XRManagement, Style.vrOculusPlugin, () => false, null), - new Entry(QualityScope.Global, InclusiveMode.XRManagement, Style.vrSinglePassInstancing, () => false, null), + new Entry(QualityScope.Global, InclusiveMode.XRManagement, Style.vrOculusPlugin, () => false, null, indent: 1), + new Entry(QualityScope.Global, InclusiveMode.XRManagement, Style.vrSinglePassInstancing, () => false, null, indent: 1), new Entry(QualityScope.Global, InclusiveMode.VR, Style.vrLegacyHelpersPackage, IsVRLegacyHelpersCorrect, FixVRLegacyHelpers), new Entry(QualityScope.CurrentQuality, InclusiveMode.HDRP, Style.hdrpAssetQualityAssigned, IsHdrpAssetQualityUsedCorrect, FixHdrpAssetQualityUsed), new Entry(QualityScope.CurrentQuality, InclusiveMode.HDRP, Style.hdrpBatcher, IsSRPBatcherCorrect, FixSRPBatcher), @@ -255,7 +276,7 @@ bool IsAFixAvailableInScope(InclusiveMode scope) { if (!scope.Contains(e.inclusiveScope) || e.check == null || e.fix == null) continue; - if (!e.check()) + if (e.check() == Result.Failed) return false; } @@ -272,7 +293,7 @@ void FixAllEntryInScope(InclusiveMode scope) m_Fixer.Add(() => { - if (!e.check()) + if (e.check() == Result.Failed) e.fix(true); }); } @@ -621,13 +642,14 @@ void FixMigratableAssets(bool fromAsyncUnused) #region HDRP_VR_FIXES - bool vrXRManagementInstalledCheck = false; - bool IsVRXRManagementPackageInstalledCorrect() + Result m_vrXRManagementInstalledCheck = Result.Pending; + Result IsVRXRManagementPackageInstalledCorrect() => m_vrXRManagementInstalledCheck; + void UpdateVRXRManagementInstalledCheck() { + m_vrXRManagementInstalledCheck = Result.Pending; m_UsedPackageRetriever.ProcessAsync( k_XRanagementPackageName, - (installed, info) => vrXRManagementInstalledCheck = installed); - return vrXRManagementInstalledCheck; + (installed, info) => m_vrXRManagementInstalledCheck = installed ? Result.OK : Result.Failed); } void FixVRXRManagementPackageInstalled(bool fromAsync) @@ -637,13 +659,14 @@ void FixVRXRManagementPackageInstalled(bool fromAsync) m_PackageInstaller.ProcessAsync(k_XRanagementPackageName, null); } - bool vrLegacyHelpersInstalledCheck = false; - bool IsVRLegacyHelpersCorrect() + Result m_vrLegacyHelpersInstalledCheck = Result.Pending; + Result IsVRLegacyHelpersCorrect() => m_vrLegacyHelpersInstalledCheck; + void UpdateVRLegacyHelpersInstalledCheck() { + m_vrLegacyHelpersInstalledCheck = Result.Pending; m_UsedPackageRetriever.ProcessAsync( k_LegacyInputHelpersPackageName, - (installed, info) => vrLegacyHelpersInstalledCheck = installed); - return vrLegacyHelpersInstalledCheck; + (installed, info) => m_vrLegacyHelpersInstalledCheck = installed ? Result.OK : Result.Failed); } void FixVRLegacyHelpers(bool fromAsync) @@ -926,26 +949,25 @@ void EmbedConfigPackage(bool installed, string name, Action onCompletion) void InstallLocalConfigurationPackage(Action onCompletion) { m_UsedPackageRetriever.ProcessAsync( - k_HdrpConfigPackageName, - (installed, info) => - { - // Embedding a package requires it to be an explicit direct dependency in the manifest. - // If it's not, we add it first. - if (!info.isDirectDependency) + k_HdrpConfigPackageName, + (installed, info) => { - m_PackageInstaller.ProcessAsync(k_HdrpConfigPackageName, () => m_UsedPackageRetriever.ProcessAsync( - k_HdrpConfigPackageName, - (installed, info) => - { - EmbedConfigPackage(installed, info.name, onCompletion); - - })); - } - else - { - EmbedConfigPackage(installed, info.name, onCompletion); - } - }); + // Embedding a package requires it to be an explicit direct dependency in the manifest. + // If it's not, we add it first. + if (!info.isDirectDependency) + { + m_PackageInstaller.ProcessAsync(k_HdrpConfigPackageName, () => m_UsedPackageRetriever.ProcessAsync( + k_HdrpConfigPackageName, + (installed, info) => + { + EmbedConfigPackage(installed, info.name, onCompletion); + })); + } + else + { + EmbedConfigPackage(installed, info.name, onCompletion); + } + }); } @@ -963,6 +985,16 @@ void RefreshDisplayOfConfigPackageArea() IsLocalConfigurationPackageEmbeddedAsync(present => UpdateDisplayOfConfigPackageArea(present ? ConfigPackageState.Present : ConfigPackageState.Missing)); } + static void CheckPackages(PackageRegistrationEventArgs args) + { + if (EditorWindow.HasOpenInstances() && !EditorApplication.isPlayingOrWillChangePlaymode) + { + HDWizard window = EditorWindow.GetWindow(Style.title.text); + window.UpdateVRXRManagementInstalledCheck(); + window.UpdateVRLegacyHelpersInstalledCheck(); + } + } + class UsedPackageRetriever { PackageManager.Requests.ListRequest m_CurrentRequest; diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.UIElement.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.UIElement.cs index d6c6d116d21..a4cab89d5fa 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.UIElement.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Wizard/HDWizard.UIElement.cs @@ -169,11 +169,11 @@ void CreateOrLoad(Action onCancel, Action onObjectChanged) abstract class VisualElementUpdatable : VisualElement { - protected Func m_Tester; + protected Func m_Tester; bool m_HaveFixer; - public bool currentStatus { get; private set; } + public Result currentStatus { get; private set; } - protected VisualElementUpdatable(Func tester, bool haveFixer) + protected VisualElementUpdatable(Func tester, bool haveFixer) { m_Tester = tester; m_HaveFixer = haveFixer; @@ -181,7 +181,7 @@ protected VisualElementUpdatable(Func tester, bool haveFixer) public virtual void CheckUpdate() { - bool wellConfigured = m_Tester(); + var wellConfigured = m_Tester(); if (wellConfigured != currentStatus) currentStatus = wellConfigured; @@ -190,27 +190,7 @@ public virtual void CheckUpdate() public void Init() => UpdateDisplay(currentStatus, m_HaveFixer); - public abstract void UpdateDisplay(bool statusOK, bool haveFixer); - } - - class HiddableUpdatableContainer : VisualElementUpdatable - { - public HiddableUpdatableContainer(Func tester, bool haveFixer = false) : base(tester, haveFixer) { } - - public override void CheckUpdate() - { - base.CheckUpdate(); - if (currentStatus) - { - foreach (VisualElementUpdatable updatable in Children().Where(e => e is VisualElementUpdatable)) - updatable.CheckUpdate(); - } - } - - new public void Init() => base.Init(); - - public override void UpdateDisplay(bool visible, bool haveFixer) - => style.display = visible ? DisplayStyle.Flex : DisplayStyle.None; + public abstract void UpdateDisplay(Result status, bool haveFixer); } class ConfigInfoLine : VisualElementUpdatable @@ -224,6 +204,7 @@ static class Style readonly bool m_SkipErrorIcon; private Image m_StatusOk; private Image m_StatusKO; + private Image m_StatusPending; private Button m_Resolver; private HelpBox m_HelpBox; public ConfigInfoLine(Entry entry) @@ -232,7 +213,7 @@ public ConfigInfoLine(Entry entry) m_VisibleStatus = entry.configStyle.messageType == MessageType.Error || entry.forceDisplayCheck; m_SkipErrorIcon = entry.skipErrorIcon; - var testLabel = new UnityEngine.UIElements.Label(entry.configStyle.label) + var testLabel = new Label(entry.configStyle.label) { name = "TestLabel", style = @@ -271,8 +252,19 @@ public ConfigInfoLine(Entry entry) width = 16 } }; + m_StatusPending = new Image() + { + image = CoreEditorStyles.iconPending, + name = "StatusPending", + style = + { + height = 16, + width = 16 + } + }; testRow.Add(m_StatusOk); testRow.Add(m_StatusKO); + testRow.Add(m_StatusPending); Add(testRow); var kind = entry.configStyle.messageType switch @@ -293,7 +285,7 @@ public ConfigInfoLine(Entry entry) } m_HelpBox = new HelpBox(error, kind); - m_HelpBox.Q().style.flexGrow = 1; + m_HelpBox.Q
[Serializable, VolumeComponentMenu("Fog")] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] - [HDRPHelpURL("Override-Fog")] + [HDRPHelpURL("fog")] public class Fog : VolumeComponentWithQuality { /// Enable fog. diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs index 2342bb73623..1c8481e8fd5 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs @@ -2314,7 +2314,8 @@ internal void DestroyHDLightRenderEntity() void OnDisable() { // If it is within the cached system we need to evict it, unless user explicitly requires not to. - if (!preserveCachedShadow && hasShadowCache) + // If the shadow was pending placement in the atlas, we also evict it, even if the user wants to preserve it. + if ((!preserveCachedShadow || HDShadowManager.cachedShadowManager.LightIsPendingPlacement(lightIdxForCachedShadows, shadowMapType)) && hasShadowCache) { HDShadowManager.cachedShadowManager.EvictLight(this, legacyLight.type); } @@ -3347,7 +3348,7 @@ internal void UpdateAllLightValues(bool fromTimeLine) internal void RefreshCachedShadow() { bool wentThroughCachedShadowSystem = lightIdxForCachedShadows >= 0; - if (!preserveCachedShadow && wentThroughCachedShadowSystem) + if (wentThroughCachedShadowSystem) HDShadowManager.cachedShadowManager.EvictLight(this, legacyLight.type); RegisterCachedShadowLightOptional(); 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 d1fb561e8fa..1b8a20ce70c 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 @@ -323,12 +323,7 @@ SHADOW_TYPE EvaluateShadow_Directional( LightLoopContext lightLoopContext, Posit } else if (shadowSplitIndex == int(_CascadeShadowCount) - 1) { - // 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); + float fade = lightLoopContext.shadowContext.fade; // 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 @@ -336,7 +331,20 @@ SHADOW_TYPE EvaluateShadow_Directional( LightLoopContext lightLoopContext, Posit } // See comment in EvaluateBSDF_Punctual - shadow = light.nonLightMappedOnly ? min(shadowMask, shadow) : shadow; + if (light.nonLightMappedOnly) + { + shadow = min(shadowMask, shadow); + } + else + { + // Use shadowmask when shadow value ​​cannot be retrieved due to shadow caster culling. + float3 camToPixel = posInput.positionWS - GetPrimaryCameraPosition(); + float distanceCamToPixel2 = dot(camToPixel, camToPixel); + + HDDirectionalShadowData dsd = lightLoopContext.shadowContext.directionalShadowData; + float alpha = saturate(distanceCamToPixel2 * dsd.fadeScale + dsd.fadeBias); + shadow = min(shadow, lerp(1.0, shadowMask, alpha * alpha)); + } #endif shadow = lerp(shadowMask.SHADOW_TYPE_REPLICATE, shadow, light.shadowDimmer); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl index bfc959234ea..00f5920d294 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl @@ -470,6 +470,26 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF) { tempBuiltinData.bakeDiffuseLighting = LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, posInput.positionSS).xyz * GetInverseCurrentExposureMultiplier(); + + #if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) + if (_EnableProbeVolumes) + { + // Sample APV to get data for reflection probe normalization. + float3 R = reflect(-V, bsdfData.normalWS); + float3 unusedBakeDiffuseLighting; // Not used + float3 unusedBackBakeDiffuseLighting; // Not used + EvaluateAdaptiveProbeVolume(GetAbsolutePositionWS(posInput.positionWS), + bsdfData.normalWS, + -bsdfData.normalWS, + R, + V, + posInput.positionSS, + builtinData.renderingLayers, + unusedBakeDiffuseLighting, + unusedBackBakeDiffuseLighting, + lightInReflDir); + } + #endif } else #endif 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 0034a8ba3e4..9188e49f521 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 @@ -367,7 +367,7 @@ internal static HDShadowAtlasInitParams GetDefault() return new HDShadowAtlasInitParams() { shadowAtlasResolution = k_DefaultShadowAtlasResolution, - shadowAtlasDepthBits = k_DefaultShadowMapDepthBits, + shadowAtlasDepthBits = CoreUtils.GetDefaultDepthBufferBits(), useDynamicViewportRescale = true }; } @@ -376,7 +376,7 @@ internal static HDShadowAtlasInitParams GetDefault() internal static HDShadowInitParameters NewDefault() => new HDShadowInitParameters() { maxShadowRequests = k_DefaultMaxShadowRequests, - directionalShadowsDepthBits = k_DefaultShadowMapDepthBits, + directionalShadowsDepthBits = CoreUtils.GetDefaultDepthBufferBits(), punctualLightShadowAtlas = HDShadowAtlasInitParams.GetDefault(), areaLightShadowAtlas = HDShadowAtlasInitParams.GetDefault(), cachedPunctualLightShadowAtlas = 2048, @@ -398,7 +398,6 @@ internal static HDShadowAtlasInitParams GetDefault() internal const int k_DefaultShadowAtlasResolution = 4096; internal const int k_DefaultMaxShadowRequests = 128; - internal const DepthBits k_DefaultShadowMapDepthBits = DepthBits.Depth32; /// Maximum number of shadow requests at the same time. public int maxShadowRequests; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/HDRenderPipeline.VolumetricCloudsFullResolution.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/HDRenderPipeline.VolumetricCloudsFullResolution.cs index 3f710ba6dd9..8633f2affc8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/HDRenderPipeline.VolumetricCloudsFullResolution.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/HDRenderPipeline.VolumetricCloudsFullResolution.cs @@ -1,4 +1,3 @@ -using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; namespace UnityEngine.Rendering.HighDefinition @@ -56,7 +55,6 @@ VolumetricCloudsParameters_FullResolution PrepareVolumetricCloudsParameters_Full static void TraceVolumetricClouds_FullResolution(CommandBuffer cmd, VolumetricCloudsParameters_FullResolution parameters, GraphicsBuffer ambientProbeBuffer, RTHandle colorBuffer, RTHandle depthPyramid, - RTHandle intermediateCloudsLighting, RTHandle intermediateCloudsDepth, RTHandle cloudsLighting, RTHandle cloudsDepth) { // Compute the number of tiles to evaluate @@ -74,10 +72,6 @@ static void TraceVolumetricClouds_FullResolution(CommandBuffer cmd, VolumetricCl // Ray-march the clouds for this frame DoVolumetricCloudsTrace(cmd, finalTX, finalTY, parameters.viewCount, in parameters.commonData, ambientProbeBuffer, colorBuffer, depthPyramid, - intermediateCloudsLighting, intermediateCloudsDepth); - - DoVolumetricCloudsUpscale(cmd, parameters.combineKernel, finalTX, finalTY, parameters.viewCount, in parameters.commonData, - intermediateCloudsLighting, intermediateCloudsDepth, colorBuffer, depthPyramid, cloudsLighting, cloudsDepth); } @@ -91,10 +85,6 @@ class VolumetricCloudsFullResolutionData public TextureHandle depthPyramid; public BufferHandle ambientProbeBuffer; - // Intermediate buffers - public TextureHandle tracedCloudsLighting; - public TextureHandle tracedCloudsDepth; - // Output buffer public TextureHandle cloudsLighting; public TextureHandle cloudsDepth; @@ -115,7 +105,6 @@ VolumetricCloudsOutput RenderVolumetricClouds_FullResolution(RenderGraph renderG passData.depthPyramid = builder.ReadTexture(depthPyramid); passData.ambientProbeBuffer = builder.ReadBuffer(renderGraph.ImportBuffer(m_CloudsDynamicProbeBuffer)); - CreateTracingTextures(renderGraph, builder, settings, 1.0f, out passData.tracedCloudsLighting, out passData.tracedCloudsDepth); CreateOutputTextures(renderGraph, builder, settings, out passData.cloudsLighting, out passData.cloudsDepth); builder.SetRenderFunc( @@ -123,7 +112,6 @@ VolumetricCloudsOutput RenderVolumetricClouds_FullResolution(RenderGraph renderG { TraceVolumetricClouds_FullResolution(ctx.cmd, data.parameters, data.ambientProbeBuffer, data.colorBuffer, data.depthPyramid, - data.tracedCloudsLighting, data.tracedCloudsDepth, data.cloudsLighting, data.cloudsDepth); }); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.compute index 82bedf9ca10..5fb00d2a89f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.compute @@ -76,13 +76,14 @@ void REPROJECT_CLOUDS(uint3 dispatchThreadId : SV_DispatchThreadID, // 2. Check history validity float2 motionVector = EvaluateCloudMotionVectors(fullResCoord, currentCloudDepth, 1.0); - float2 historyUV = (intermediateCoord.xy + 0.5) / _IntermediateScreenSize.xy - motionVector; + float2 historyUV = (intermediateCoord.xy + 0.5) * _IntermediateScreenSize.zw - motionVector; float4 history = SAMPLE_TEXTURE2D_X_LOD(_HistoryVolumetricClouds1Texture, s_linear_clamp_sampler, historyUV * _HistoryViewportScale, 0); float previousSampleCount = history.x; // History is invalid if sample is out of screen or scene depth was too different - if (all(historyUV == saturate(historyUV)) && previousSampleCount >= 0.5f && EvaluateDepthDifference(history.y, currentSceneDepth)) + float2 historyUVMax = 1.0 - 0.5 * _IntermediateScreenSize.zw - 0.000001; // To avoid lerp with garbage pixels + if (all(0.0 <= float4(historyUV, historyUVMax - historyUV)) && previousSampleCount >= 0.5f && EvaluateDepthDifference(history.y, currentSceneDepth)) { float4 previousColor = SAMPLE_TEXTURE2D_X_LOD(_HistoryVolumetricClouds0Texture, s_linear_clamp_sampler, historyUV * _HistoryViewportScale, 0); previousColor.xyz *= GetInversePreviousExposureMultiplier() * GetCurrentExposureMultiplier(); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.cs index ac5aa5785f3..0a68cb7205a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricClouds/VolumetricClouds.cs @@ -8,7 +8,7 @@ namespace UnityEngine.Rendering.HighDefinition ///
[Serializable, VolumeComponentMenu("Sky/Volumetric Clouds")] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] - [HDRPHelpURL("Override-Volumetric-Clouds")] + [HDRPHelpURL("create-realistic-clouds-volumetric-clouds")] public sealed partial class VolumetricClouds : VolumeComponent { /// diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricLighting.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricLighting.cs index 71585fc1924..45c53bb1d68 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricLighting.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/HDRenderPipeline.VolumetricLighting.cs @@ -877,10 +877,12 @@ void PrepareVisibleLocalVolumetricFogList(HDCamera hdCamera, CommandBuffer cmd) ulong cameraSceneCullingMask = HDUtils.GetSceneCullingMaskFromCamera(hdCamera.camera); foreach (var volume in volumes) { + var transform = volume.transform; + Vector3 scaleSize = volume.GetScaledSize(transform); Vector3 center = volume.transform.position; // Reject volumes that are completely fade out or outside of the volumetric fog using bounding sphere - float boundingSphereRadius = Vector3.Magnitude(volume.parameters.size); + float boundingSphereRadius = Vector3.Magnitude(scaleSize); float minObbDistance = Vector3.Magnitude(center - camPosition) - hdCamera.camera.nearClipPlane - boundingSphereRadius; if (minObbDistance > volume.parameters.distanceFadeEnd || minObbDistance > fog.depthExtent.value) continue; @@ -892,8 +894,8 @@ void PrepareVisibleLocalVolumetricFogList(HDCamera hdCamera, CommandBuffer cmd) // Handle camera-relative rendering. center -= camOffset; - var transform = volume.transform; - var bounds = GeometryUtils.OBBToAABB(transform.right, transform.up, transform.forward, volume.parameters.size, center); + + var bounds = GeometryUtils.OBBToAABB(transform.right, transform.up, transform.forward, scaleSize, center); // Frustum cull on the CPU for now. TODO: do it on the GPU. // TODO: account for custom near and far planes of the V-Buffer's frustum. @@ -908,7 +910,7 @@ void PrepareVisibleLocalVolumetricFogList(HDCamera hdCamera, CommandBuffer cmd) } // TODO: cache these? - var obb = new OrientedBBox(Matrix4x4.TRS(transform.position - camOffset, transform.rotation, volume.parameters.size)); + var obb = new OrientedBBox(Matrix4x4.TRS(transform.position - camOffset, transform.rotation, scaleSize)); m_VisibleVolumeBounds.Add(obb); m_GlobalVolumeIndices.Add(volume.GetGlobalIndex()); var visibleData = volume.parameters.ConvertToEngineData(); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFog.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFog.cs index de0343f1497..f1f3c018159 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFog.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFog.cs @@ -8,6 +8,17 @@ namespace UnityEngine.Rendering.HighDefinition { + /// The scaling mode to apply to Local Volumetric Fog. + public enum LocalVolumetricFogScaleMode + { + /// Ignores the transformation hierarchy and uses the scale values in the Local Volumetric Fog component directly. + [InspectorName("Scale Invariant")] + ScaleInvariant, + /// Multiplies the lossy scale of the Transform with the Local Volumetric Fog's size then applies this to the Local Volumetric Fog component. + [InspectorName("Inherit from Hierarchy")] + InheritFromHierarchy, + } + /// Artist-friendly Local Volumetric Fog parametrization. [Serializable] public partial struct LocalVolumetricFogArtistParameters @@ -55,6 +66,9 @@ public partial struct LocalVolumetricFogArtistParameters [SerializeField, FormerlySerializedAs("advancedFade"), FormerlySerializedAs("m_AdvancedFade")] internal bool m_EditorAdvancedFade; + /// The scaling mode to apply to Local Volumetric Fog. + public LocalVolumetricFogScaleMode scaleMode; + /// Dimensions of the volume. public Vector3 size; /// Inverts the fade gradient. @@ -98,6 +112,7 @@ public LocalVolumetricFogArtistParameters(Color color, float _meanFreePath, floa textureTiling = Vector3.one; textureOffset = textureScrollingSpeed; + scaleMode = LocalVolumetricFogScaleMode.ScaleInvariant; size = Vector3.one; positiveFade = Vector3.one * 0.1f; @@ -179,7 +194,7 @@ internal LocalVolumetricFogEngineData ConvertToEngineData() } // class LocalVolumetricFogParameters /// Local Volumetric Fog class. - [HDRPHelpURLAttribute("Local-Volumetric-Fog")] + [HDRPHelpURLAttribute("create-a-local-fog-effect")] [ExecuteAlways] [AddComponentMenu("Rendering/Local Volumetric Fog")] public partial class LocalVolumetricFog : MonoBehaviour @@ -198,6 +213,12 @@ public partial class LocalVolumetricFog : MonoBehaviour [NonSerialized] internal Material textureMaterial; + /// stores the current effective scale, Vector3.one if the component is Scale Invariant, or lossy scale if the component Inherit From Hiearchy. + internal Vector3 effectiveScale; + + /// stores the final scale of the local volumetric fog component. + internal Vector3 scaledSize; + /// Gather and Update any parameters that may have changed. internal void PrepareParameters(float time) { @@ -274,11 +295,14 @@ internal void PrepareDrawCall(int globalIndex) // We can put this in global m_RenderingProperties.SetBuffer(HDShaderIDs._VolumetricMaterialData, LocalVolumetricFogManager.manager.volumetricMaterialDataBuffer); + effectiveScale = GetEffectiveScale(this.transform); + scaledSize = GetScaledSize(this.transform); + // Send local properties inside constants instead of structured buffer to optimize GPU reads var engineData = parameters.ConvertToEngineData(); var tr = transform; var position = tr.position; - var bounds = new OrientedBBox(Matrix4x4.TRS(position, tr.rotation, parameters.size)); + var bounds = new OrientedBBox(Matrix4x4.TRS(position, tr.rotation, scaledSize)); m_RenderingProperties.SetVector(HDShaderIDs._VolumetricMaterialObbRight, bounds.right); m_RenderingProperties.SetVector(HDShaderIDs._VolumetricMaterialObbUp, bounds.up); m_RenderingProperties.SetVector(HDShaderIDs._VolumetricMaterialObbExtents, new Vector3(bounds.extentX, bounds.extentY, bounds.extentZ)); @@ -319,6 +343,16 @@ internal void PrepareDrawCall(int globalIndex) Graphics.RenderPrimitivesIndexedIndirect(renderParams, MeshTopology.Triangles, LocalVolumetricFogManager.manager.volumetricMaterialIndexBuffer, LocalVolumetricFogManager.manager.globalIndirectBuffer, 1, m_GlobalIndex); } + internal Vector3 GetEffectiveScale(Transform tr) + { + return (parameters.scaleMode == LocalVolumetricFogScaleMode.InheritFromHierarchy) ? tr.lossyScale : Vector3.one; + } + + internal Vector3 GetScaledSize(Transform tr) + { + return Vector3.Max(Vector3.one * 0.001f, Vector3.Scale(parameters.size, GetEffectiveScale(tr))); + } + #if UNITY_EDITOR void UpdateLocalVolumetricFogVisibility() { @@ -326,6 +360,7 @@ void UpdateLocalVolumetricFogVisibility() UpdateLocalVolumetricFogVisibility(isVisible); } + void UpdateLocalVolumetricFogVisibilityPrefabStage(SceneView sv) { var stage = PrefabStageUtility.GetCurrentPrefabStage(); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFogManager.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFogManager.cs index f5026f75e10..250e8f6497c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFogManager.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/LocalVolumetricFogManager.cs @@ -105,12 +105,12 @@ void Resize(int bufferCount) unsafe void AllocateIndirectBuffers(int count) { - globalIndirectBuffer = new GraphicsBuffer(GraphicsBuffer.Target.IndirectArguments, count, sizeof(GraphicsBuffer.IndirectDrawArgs)); + globalIndirectBuffer = new GraphicsBuffer(GraphicsBuffer.Target.IndirectArguments, count, sizeof(GraphicsBuffer.IndirectDrawIndexedArgs)); globalIndirectionBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Raw, count, sizeof(uint)); // Initialize with zeros to prevent weird behaviours - var zeros = new NativeArray(count * Mathf.Max(sizeof(GraphicsBuffer.IndirectDrawArgs), sizeof(uint)), Allocator.Temp, NativeArrayOptions.ClearMemory); - globalIndirectBuffer.SetData(zeros, 0, 0, count * sizeof(GraphicsBuffer.IndirectDrawArgs)); + var zeros = new NativeArray(count * Mathf.Max(sizeof(GraphicsBuffer.IndirectDrawIndexedArgs), sizeof(uint)), Allocator.Temp, NativeArrayOptions.ClearMemory); + globalIndirectBuffer.SetData(zeros, 0, 0, count * sizeof(GraphicsBuffer.IndirectDrawIndexedArgs)); globalIndirectionBuffer.SetData(zeros, 0, 0, count * sizeof(uint)); zeros.Dispose(); } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs index 29d497561d8..1b0a8722195 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs @@ -21,7 +21,7 @@ public enum DecalScaleMode /// /// Decal Projector component. /// - [HDRPHelpURLAttribute("Decal-Projector")] + [HDRPHelpURLAttribute("understand-decals")] [ExecuteAlways] #if UNITY_EDITOR [CanEditMultipleObjects] diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs index 564ea5a0960..470aa7ec8b7 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/DiffusionProfile/DiffusionProfileSettings.cs @@ -242,7 +242,7 @@ public bool Equals(DiffusionProfile other) /// /// Class for Diffusion Profile settings /// - [HDRPHelpURLAttribute("Diffusion-Profile")] + [HDRPHelpURLAttribute("diffusion-profile-reference")] [Icon("Packages/com.unity.render-pipelines.high-definition/Editor/Icons/Processed/DiffusionProfile Icon.asset")] public partial class DiffusionProfileSettings : ScriptableObject { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl index ead9f16f076..ad1372d03e1 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitBuiltinData.hlsl @@ -21,14 +21,14 @@ float3 GetEmissiveColor(SurfaceData surfaceData) return _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive); } -#ifdef _EMISSIVE_COLOR_MAP float3 GetEmissiveColor(SurfaceData surfaceData, UVMapping emissiveMapMapping) { float3 emissiveColor = GetEmissiveColor(surfaceData); + #ifdef _EMISSIVE_COLOR_MAP emissiveColor *= SAMPLE_UVMAPPING_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, emissiveMapMapping).rgb; + #endif // _EMISSIVE_COLOR_MAP return emissiveColor; } -#endif // _EMISSIVE_COLOR_MAP void GetBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, SurfaceData surfaceData, float alpha, float3 bentNormalWS, float depthOffset, out BuiltinData builtinData) { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl index 1ce902b183b..98eabca5cc7 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl @@ -7,7 +7,7 @@ #endif // Attributes -#define REQUIRE_TANGENT_TO_WORLD ((defined(_PIXEL_DISPLACEMENT) && defined(_HEIGHTMAP) && defined(_DEPTHOFFSET_ON)) || (defined(_ALPHATEST_ON) && defined(_MAPPING_TRIPLANAR))) +#define REQUIRE_TANGENT_TO_WORLD ((defined(_PIXEL_DISPLACEMENT) && defined(_DEPTHOFFSET_ON)) || (defined(_ALPHATEST_ON) && defined(_MAPPING_TRIPLANAR))) #define REQUIRE_NORMAL defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_DISPLACEMENT) || defined(OUTPUT_DECAL_BUFER) #define REQUIRE_VERTEX_COLOR (defined(_VERTEX_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT) || (defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD)))) diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/ScreenSpaceLensFlare.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/ScreenSpaceLensFlare.cs index 58773535134..b468979ec8d 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/ScreenSpaceLensFlare.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/ScreenSpaceLensFlare.cs @@ -28,7 +28,7 @@ public enum ScreenSpaceLensFlareResolution : int /// [Serializable, VolumeComponentMenu("Post-processing/Screen Space Lens Flare")] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] - [HDRPHelpURL("Screen-Space-Lens-Flare")] + [HDRPHelpURL("shared/lens-flare/Override-Screen-Space-Lens-Flare")] public class ScreenSpaceLensFlare : VolumeComponent, IPostProcessComponent { /// diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs index f6f339b5290..1e03a638c13 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDAdditionalCameraData.cs @@ -154,7 +154,7 @@ public static HDPhysicalCamera GetDefaults() /// /// Additional component that holds HDRP specific parameters for Cameras. /// - [HDRPHelpURLAttribute("HDRP-Camera")] + [HDRPHelpURLAttribute("hdrp-camera-component-reference")] [AddComponentMenu("")] // Hide in menu [DisallowMultipleComponent, ExecuteAlways] [RequireComponent(typeof(Camera))] diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 23c3ab0ea58..502a7b40b5c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -206,6 +206,10 @@ internal static HDCamera GetOrCreate(Camera camera, int xrMultipassId, HistoryCh return hdCamera; } + //access for editor helpbox checks + internal static bool TryGet(Camera camera, out HDCamera hdCamera, int xrMultipassId = 0, HistoryChannel historyChannel = HistoryChannel.RenderLoopHistory) + => s_Cameras.TryGetValue((camera, xrMultipassId, historyChannel), out hdCamera); + // internal only for now, to be publicly available when history API is implemented in SRP Core /// /// Check if a given history channel is already existing for a pair of camera and XR multi-pass Id. @@ -1467,12 +1471,12 @@ internal void GetPixelCoordToViewDirWS(Vector4 resolution, float aspect, ref Mat { for (int viewIndex = 0; viewIndex < viewCount; ++viewIndex) { - transforms[viewIndex] = ComputePixelCoordToWorldSpaceViewDirectionMatrix(m_XRViewConstants[viewIndex], resolution, aspect); + transforms[viewIndex] = ComputePixelCoordToWorldSpaceViewDirectionMatrix(m_XRViewConstants[viewIndex], resolution, aspect, ShaderConfig.s_CameraRelativeRendering); } } else { - transforms[0] = ComputePixelCoordToWorldSpaceViewDirectionMatrix(mainViewConstants, resolution, aspect); + transforms[0] = ComputePixelCoordToWorldSpaceViewDirectionMatrix(mainViewConstants, resolution, aspect, ShaderConfig.s_CameraRelativeRendering); } } @@ -2098,7 +2102,7 @@ void UpdateViewConstants(ref ViewConstants viewConstants, Matrix4x4 projMatrix, viewConstants.viewProjectionNoCameraTrans = gpuVPNoTrans; var gpuProjAspect = HDUtils.ProjectionMatrixAspect(gpuProj); - viewConstants.pixelCoordToViewDirWS = ComputePixelCoordToWorldSpaceViewDirectionMatrix(viewConstants, screenSize, gpuProjAspect); + viewConstants.pixelCoordToViewDirWS = ComputePixelCoordToWorldSpaceViewDirectionMatrix(viewConstants, screenSize, gpuProjAspect, ShaderConfig.s_CameraRelativeRendering); if (updatePreviousFrameConstants) { @@ -2354,8 +2358,9 @@ internal Matrix4x4 GetJitteredProjectionMatrix(Matrix4x4 origProj) /// /// It is different from the aspect ratio of for anamorphic projections. /// + /// If non-zero, then assume Camera Relative Rendering is enabled. /// - Matrix4x4 ComputePixelCoordToWorldSpaceViewDirectionMatrix(ViewConstants viewConstants, Vector4 resolution, float aspect = -1) + internal Matrix4x4 ComputePixelCoordToWorldSpaceViewDirectionMatrix(ViewConstants viewConstants, Vector4 resolution, float aspect = -1, int cameraRelativeRendering = 1) { // In XR mode, or if explicitely required, use a more generic matrix to account for asymmetry in the projection var useGenericMatrix = xr.enabled || frameSettings.IsEnabled(FrameSettingsField.AsymmetricProjection); @@ -2374,7 +2379,20 @@ Matrix4x4 ComputePixelCoordToWorldSpaceViewDirectionMatrix(ViewConstants viewCon new Vector4(0.0f, 0.0f, 1.0f, 0.0f), new Vector4(0.0f, 0.0f, 0.0f, 1.0f)); - var transformT = viewConstants.invViewProjMatrix.transpose * Matrix4x4.Scale(new Vector3(-1.0f, -1.0f, -1.0f)); + Matrix4x4 transformT; + if (cameraRelativeRendering == 0) + { + // In case we are not camera relative, the view matrix used to calculate viewConstants.invViewProjMatrix + // contains translation component, so we need to remove it. + var viewNoTrans = viewConstants.viewMatrix; + viewNoTrans.SetColumn(3, new Vector4(0, 0, 0, 1)); + var invViewProj = (viewConstants.projMatrix * viewNoTrans).inverse; + transformT = invViewProj.transpose * Matrix4x4.Scale(new Vector3(-1.0f, -1.0f, -1.0f)); + } + else + { + transformT = viewConstants.invViewProjMatrix.transpose * Matrix4x4.Scale(new Vector3(-1.0f, -1.0f, -1.0f)); + } return viewSpaceRasterTransform * transformT; } 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 e760e3f12ac..00ee3473b0c 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 @@ -3636,7 +3636,6 @@ void LensFlareComputeOcclusionDataDrivenPass(RenderGraph renderGraph, HDCamera h nonJitteredViewProjMatrix0 = data.hdCamera.mainViewConstants.nonJitteredViewProjMatrix; xrId0 = data.hdCamera.xr.multipassId; #endif - Rect viewport = data.hdCamera.finalViewport; LensFlareCommonSRP.ComputeOcclusion( data.parameters.lensFlareShader, data.hdCamera.camera, data.hdCamera.xr, xrId0, @@ -3724,9 +3723,9 @@ TextureHandle LensFlareDataDrivenPass(RenderGraph renderGraph, HDCamera hdCamera builder.SetRenderFunc( (LensFlareData data, RenderGraphContext ctx) => { - Rect viewport = data.hdCamera.finalViewport; float width = (float)data.viewport.x; float height = (float)data.viewport.y; + Rect viewport = new Rect(0, 0, width, height); #if ENABLE_VR && ENABLE_XR_MODULE // Single pass VR diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs index 73d3cb2b658..a782b175c93 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs @@ -130,7 +130,7 @@ TextureHandle CreateDepthBuffer(RenderGraph renderGraph, bool clear, MSAASamples TextureDesc depthDesc = new TextureDesc(Vector2.one, true, true) { - format = GraphicsFormat.D32_SFloat_S8_UInt, + format = CoreUtils.GetDefaultDepthStencilFormat(), bindTextureMS = msaa, msaaSamples = msaaSamples, clearBuffer = clear, @@ -1512,7 +1512,7 @@ void DownsampleDepthForLowResTransparency(RenderGraph renderGraph, HDCamera hdCa passData.depthTexture = builder.ReadTexture(output.depthPyramidTexture); passData.downsampledDepthBuffer = builder.UseDepthBuffer(renderGraph.CreateTexture( - new TextureDesc(Vector2.one * hdCamera.lowResScale, true, true) { format = GraphicsFormat.D32_SFloat_S8_UInt, name = "LowResDepthBuffer" }), DepthAccess.Write); + new TextureDesc(Vector2.one * hdCamera.lowResScale, true, true) { format = CoreUtils.GetDefaultDepthStencilFormat(), name = "LowResDepthBuffer" }), DepthAccess.Write); builder.SetRenderFunc( (DownsampleDepthForLowResPassData data, RenderGraphContext context) => 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 6d6ee035a42..616c14e106a 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 @@ -1002,7 +1002,7 @@ TextureHandle CreateOffscreenUIBuffer(RenderGraph renderGraph, MSAASamples msaaS TextureHandle CreateOffscreenUIDepthBuffer(RenderGraph renderGraph, MSAASamples msaaSamples, Rect viewport) { return renderGraph.CreateTexture(new TextureDesc((int)viewport.width, (int)viewport.height, false, true) - { format = GraphicsFormat.D32_SFloat_S8_UInt, clearBuffer = true, msaaSamples = msaaSamples, name = "UI Depth Buffer" }); + { format = CoreUtils.GetDefaultDepthStencilFormat(), clearBuffer = true, msaaSamples = msaaSamples, name = "UI Depth Buffer" }); } @@ -1165,7 +1165,7 @@ void RenderForwardTransparent(RenderGraph renderGraph, { // if refraction is disabled, we did not create a copy of the depth buffer, so we need to create a dummy one here. passData.depthAndStencil = builder.CreateTransientTexture(new TextureDesc(Vector2.one, true, true) - { format = GraphicsFormat.D32_SFloat_S8_UInt, bindTextureMS = hdCamera.msaaSamples != MSAASamples.None, msaaSamples = hdCamera.msaaSamples, clearBuffer = false, name = "Dummy Depth", disableFallBackToImportedTexture = true, fallBackToBlackTexture = false}); + { format = CoreUtils.GetDefaultDepthStencilFormat(), bindTextureMS = hdCamera.msaaSamples != MSAASamples.None, msaaSamples = hdCamera.msaaSamples, clearBuffer = false, name = "Dummy Depth", disableFallBackToImportedTexture = true, fallBackToBlackTexture = false}); } else { 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 23294f9d0c4..50ae35a200d 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 @@ -681,7 +681,7 @@ 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.None, 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: CoreUtils.GetDefaultDepthBufferBits())); // For debugging MousePositionDebug.instance.Build(); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Core/LineRendering.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Core/LineRendering.cs index 80cfc28fea0..abbfedf47e6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Core/LineRendering.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/LineRendering/Core/LineRendering.cs @@ -101,6 +101,9 @@ internal void Cleanup() CleanupShadingAtlas(); + m_ShaderVariablesBuffer?.Release(); + m_ShaderVariablesBuffer = null; + m_IsInitialized = false; } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs index 4772c8afb4d..2d4a2e98567 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs @@ -114,8 +114,21 @@ public SeedModeParameter(SeedMode value, bool overrideState = false) : base(valu } /// - /// A volume component that holds settings for the Path Tracing effect. + /// Manages the settings for the Path Tracing effect. /// + /// + /// Add a Path Tracing Volume Override to a Volume in your scene to enable and configure the path tracing effect. + /// + /// Enable path tracing in HDRP to interactively visualize highly accurate, physically-based lighting, + /// reflections and global illumination during the scene design process. It's especially useful for tasks like pre-visualization, + /// look development, or validating lighting setups in projects focused on high-quality visuals, such as architectural + /// visualization, automotive design, or cinematic production. This feature is best suited for powerful hardware setups + /// with GPUs that are compatible with DirectX Raytracing (DXR). Path tracing can be also used with the Unity Recorder to capture high fidelity animations. + /// + /// + /// The following example shows how to add or modify a Path Tracing Volume Override from a script. + /// + /// [Serializable, VolumeComponentMenu("Ray Tracing/Path Tracing")] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] [HDRPHelpURL("Ray-Tracing-Path-Tracing")] @@ -218,6 +231,9 @@ public sealed class PathTracing : VolumeComponent /// /// Default constructor for the path tracing volume component. /// + /// + /// Use the constructor with no arguments to create a new path tracing volume component with default values. + /// public PathTracing() { displayName = "Path Tracing"; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute index ca11121a41b..cf2a10403f5 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/TemporalFilter.compute @@ -139,7 +139,7 @@ void ValidateHistory(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 groupTh // Was the object of this pixel moving? uint stencilValue = GetStencilValue(LOAD_TEXTURE2D_X(_StencilTexture, centerCoord)); - if ((stencilValue & _ObjectMotionStencilBit) != 0) + if ((stencilValue & _ObjectMotionStencilBit) != 0 && any(abs(velocity) > 0)) historyRejectionResult = historyRejectionResult | HISTORYREJECTIONFLAGS_MOTION; // If none of the previous conditions have failed, the the history is valid diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs index a03c8db0662..90bda813982 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs @@ -237,7 +237,7 @@ public enum FrameSettingsField [FrameSettingsField(0, autoName: Bloom, positiveDependencies: new[] { Postprocess }, customOrderInGroup: 19, tooltip: "When enabled, HDRP adds bloom to Cameras affected by a Volume containing the Bloom override.")] Bloom = 84, /// When enabled, HDRP adds Screen Space lens flare post process to Cameras affected by a Volume containing the Screen Space Lens Flare override. - [FrameSettingsField(0, autoName: LensFlareScreenSpace, positiveDependencies: new[] { Postprocess, Bloom }, customOrderInGroup: 19, tooltip: "When enabled, HDRP adds Screen Space Lens Flare post process to Cameras affected by a Volume containing the Screen Space Lens Flare override.")] + [FrameSettingsField(0, displayedName: "Screen Space Lens Flare", positiveDependencies: new[] { Postprocess, Bloom }, customOrderInGroup: 19, tooltip: "When enabled, HDRP adds Screen Space Lens Flare post process to Cameras affected by a Volume containing the Screen Space Lens Flare override.")] LensFlareScreenSpace = 104, /// When enabled, HDRP adds lens flare to Cameras. [FrameSettingsField(0, autoName: LensFlareDataDriven, positiveDependencies: new[] { Postprocess }, customOrderInGroup: 20, tooltip: "When enabled, HDRP adds lens flare to Cameras.")] @@ -356,7 +356,7 @@ public enum FrameSettingsField [FrameSettingsField(1, displayedName: "Fog", tooltip: "When enabled, Cameras using these Frame Settings render fog effects.")] AtmosphericScattering = 27, /// When enabled, Cameras using these Frame Settings render volumetric effects such as volumetric fog and lighting. - [FrameSettingsField(1, autoName: Volumetrics, positiveDependencies: new[] { AtmosphericScattering }, tooltip: "When enabled, Cameras using these Frame Settings render volumetric effects such as volumetric fog and lighting (Depends on \"Volumetrics\" in current HDRP Asset).")] + [FrameSettingsField(1, displayedName: "Volumetric Fog", positiveDependencies: new[] { AtmosphericScattering }, tooltip: "When enabled, Cameras using these Frame Settings render volumetric effects such as volumetric fog and lighting (Depends on \"Volumetrics\" in current HDRP Asset).")] Volumetrics = 28, /// When enabled, Cameras using these Frame Settings use several previous frames to calculate volumetric effects which increases their overall quality at run time. [FrameSettingsField(1, displayedName: "Reprojection", positiveDependencies: new[] { AtmosphericScattering, Volumetrics }, tooltip: "When enabled, Cameras using these Frame Settings use several previous frames to calculate volumetric effects which increases their overall quality at run time.")] diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl index e9fe4012c22..618237713b0 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl @@ -126,6 +126,12 @@ VaryingsToDS InterpolateWithBaryCoordsToDS(VaryingsToDS input0, VaryingsToDS inp #define PackVaryingsType PackVaryingsToPS #endif +#if defined(HAVE_VFX_MODIFICATION) +//compiler shows warning when using intermediate returns (see vfx culling), disable this. +#pragma warning(push) +#pragma warning(disable : 4000) +#endif + // TODO: Here we will also have all the vertex deformation (GPU skinning, vertex animation, morph target...) or we will need to generate a compute shaders instead (better! but require work to deal with unpacking like fp16) VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset #ifdef HAVE_VFX_MODIFICATION @@ -245,6 +251,10 @@ VaryingsMeshType VertMesh(AttributesMesh input, float3 worldSpaceOffset return output; } +#if defined(HAVE_VFX_MODIFICATION) +#pragma warning(pop) +#endif + VaryingsMeshType VertMesh(AttributesMesh input) { #ifdef HAVE_VFX_MODIFICATION diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRPDefaultVolumeProfileSetting.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRPDefaultVolumeProfileSetting.cs index 981ae4c57d9..ff47063e35a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRPDefaultVolumeProfileSetting.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/HDRPDefaultVolumeProfileSetting.cs @@ -7,8 +7,34 @@ namespace UnityEngine.Rendering.HighDefinition { /// - /// Settings class that stores the default volume profile for Volume Framework. + /// Graphics Settings container for the default used by the . /// + /// + /// To change those settings, go to Editor > Project Settings in the Graphics tab (HDRP). + /// Changing this through API is only allowed in the Editor. In the Player, this raises an error. + /// + /// + /// + /// Here is an example of how to get the default volume profile used by HDRP. + /// + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.HighDefinition; + /// + /// public static class URPDefaultVolumeProfileHelper + /// { + /// public static VolumeProfile volumeProfile + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<URPDefaultVolumeProfileSettings>(); + /// if (gs == null) //not in HDRP + /// return null; + /// return gs.volumeProfile; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "Volume", Order = 0)] @@ -24,7 +50,7 @@ internal enum Version : int [SerializeField][HideInInspector] Version m_Version; - /// Current version. + /// Current version of this settings container. Used only for upgrading the project. public int version => (int)m_Version; #endregion diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/LookDevVolumeProfileSettings.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/LookDevVolumeProfileSettings.cs index 85e66855800..cd3226f8cfe 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/LookDevVolumeProfileSettings.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Settings/LookDevVolumeProfileSettings.cs @@ -3,8 +3,36 @@ namespace UnityEngine.Rendering.HighDefinition { /// - /// Settings class that stores the volume profile for HDRP LookDev. + /// A graphics settings container for the used by LookDev with . /// + /// + /// To change those settings, go to Editor > Project Settings in the Graphics tab (HDRP). + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// This container is removed from all build Players. + /// + /// + /// + /// Here is an example of how to get the default volume profile used by the LookDev in HDRP. + /// + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.HighDefinition; + /// + /// public static class HDRPLookDevVolumeProfileHelper + /// { + /// public static VolumeProfile volumeProfile + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<LookDevVolumeProfileSettings>(); + /// if (gs == null) //not in HDRP or in a Player + /// return null; + /// return gs.volumeProfile; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "Volume", Order = 0)] @@ -20,7 +48,7 @@ internal enum Version : int [SerializeField][HideInInspector] Version m_Version; - /// Current version. + /// Current version of these settings container. Used only for upgrading a project. public int version => (int)m_Version; #endregion diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/CloudLayer.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/CloudLayer.cs index fc4aaacd990..78353e66ec1 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/CloudLayer.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/CloudSystem/CloudLayer/CloudLayer.cs @@ -69,7 +69,7 @@ public enum CloudShadowsResolution [VolumeComponentMenu("Sky/Cloud Layer")] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] [CloudUniqueID((int)CloudType.CloudLayer)] - [HDRPHelpURL("Override-Cloud-Layer")] + [HDRPHelpURL("create-simple-clouds-cloud-layer")] public partial class CloudLayer : CloudSettings { /// Controls the global opacity of the cloud layer. diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.cs index a5bcf458901..711b58fc4ed 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.cs @@ -9,7 +9,7 @@ namespace UnityEngine.Rendering.HighDefinition [VolumeComponentMenu("Sky/Gradient Sky")] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] [SkyUniqueID((int)SkyType.Gradient)] - [HDRPHelpURL("Override-Gradient-Sky")] + [HDRPHelpURL("create-a-gradient-sky")] public class GradientSky : SkySettings { /// Top color of the gradient sky. diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs index 862e5360e3c..d196de65a0c 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.cs @@ -9,7 +9,7 @@ namespace UnityEngine.Rendering.HighDefinition [VolumeComponentMenu("Sky/HDRI Sky")] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] [SkyUniqueID((int)SkyType.HDRI)] - [HDRPHelpURL("Override-HDRI-Sky")] + [HDRPHelpURL("create-an-hdri-sky")] public partial class HDRISky : SkySettings { /// diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs index 93e91bb8e1b..7a402f74de2 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs @@ -22,7 +22,7 @@ public enum PhysicallyBasedSkyModel [VolumeComponentMenu("Sky/Physically Based Sky")] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] [SkyUniqueID((int)SkyType.PhysicallyBased)] - [HDRPHelpURL("Override-Physically-Based-Sky")] + [HDRPHelpURL("create-a-physically-based-sky")] public partial class PhysicallyBasedSky : SkySettings { /// diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs index 1b00ab03e71..619efe2f353 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs @@ -384,6 +384,8 @@ public static void SetDefaultGlobalSkyData(CommandBuffer cmd) public override void Cleanup() { + s_DataFrameUpdate = -1; + if (m_PrecomputedData != null) { s_PrecomputationCache.Release(m_LastPrecomputationParamHash); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs index 81a7a6a9ffd..0ca9f691e11 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs @@ -663,6 +663,12 @@ internal GraphicsBuffer GetDiffuseAmbientProbeBuffer(HDCamera hdCamera) return m_BlackAmbientProbeBuffer; } + // If a camera is a material preview camera, don't use the scene's ambient spherical harmonics to render it. + if (hdCamera.camera.cameraType == CameraType.Preview) + { + return m_BlackAmbientProbeBuffer; + } + return GetDiffuseAmbientProbeBuffer(GetLightingSky(hdCamera)); } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs index ee04eea0f21..5d6b2dfcc57 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs @@ -7,7 +7,7 @@ namespace UnityEngine.Rendering.HighDefinition /// /// Class controlling which sky is used for static and baked lighting. /// - [HDRPHelpURLAttribute("Static-Lighting-Sky")] + [HDRPHelpURLAttribute("Environment-Lighting")] [ExecuteAlways] [AddComponentMenu("")] // Hide this object from the Add Component menu public class StaticLightingSky : MonoBehaviour diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs index f2e7fa11851..287be431e43 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs @@ -91,24 +91,69 @@ public struct BufferClearing public bool clearDepth; } - /// Defines how the volume framework is queried. + /// + /// Defines the settings for querying and evaluating volumes within the framework. + /// This structure contains options for filtering volumes by and customizing the location + /// of volume evaluations through an optional anchor override. + /// These settings control how volumes are processed and how they interact with the scene's camera or other objects. + /// + /// + /// The struct is used for controlling volume behavior, including selecting which volumes + /// to query using the and overriding the default evaluation anchor. It is useful when + /// customizing volume queries and evaluation locations within a scene. + /// [Serializable] public struct Volumes { - /// Default value. - [Obsolete("Since 2019.3, use Volumes.NewDefault() instead.")] + /// + /// Default value for volume settings. This is the default configuration used before any customizations are applied. + /// + /// + /// The default value uses a of -1 (which includes all layers) and a null override + /// for the anchor (indicating no anchor override). + /// + [Obsolete("This field is obsolete use Volumes.NewDefault() instead. #from(2019.3)", true)] public static readonly Volumes @default = default; - /// Default value. - /// The default value. + + /// + /// Creates a new default instance with predefined settings. + /// The default configuration includes a that includes all layers and a null anchor override. + /// + /// The default configuration. + /// + /// + /// Volumes defaultVolumes = Volumes.NewDefault(); + /// + /// + /// + /// This method returns a fresh instance of with default values. It can be used to initialize + /// the volume settings before applying specific customizations like setting the or overriding + /// the evaluation anchor. + /// public static Volumes NewDefault() => new Volumes { layerMask = -1, anchorOverride = null }; - /// The to use for the volumes. + /// + /// The used to filter which volumes should be evaluated. + /// This setting allows you to control which layers are considered during volume evaluation. + /// + /// + /// A of -1 includes all layers, while setting specific values allows you to limit evaluation + /// to certain layers. + /// public LayerMask layerMask; - /// If not null, define the location of the evaluation of the volume framework. + + /// + /// If not null, specifies a custom location for evaluating the volumes. + /// This allows for overriding the default anchor point for volume processing. + /// + /// + /// If is set to null, the default evaluation location is used. This property provides + /// additional flexibility in controlling where volumes are processed within the scene. + /// public Transform anchorOverride; } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/VolumeComponentWithQuality.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/VolumeComponentWithQuality.cs index b1ef8092bd7..5d33352a35a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/VolumeComponentWithQuality.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Utilities/VolumeComponentWithQuality.cs @@ -1,17 +1,35 @@ -using System; - namespace UnityEngine.Rendering.HighDefinition { /// - /// Volume Component that uses Quality Settings. + /// A base class for volume components that use quality settings and HDRP scalable settings to adjust their behavior based on performance tiers. /// + /// + /// This class is designed for volume components that need to change their parameters based on the selected quality level and scalable settings + /// public abstract class VolumeComponentWithQuality : VolumeComponent { - /// Quality level used by this component. + /// + /// Specifies the quality level to be used for performance-relevant parameters. The quality level will adjust + /// the component's behavior based on the selected setting, which helps to optimize performance across different + /// hardware configurations. + /// + /// + /// This parameter allows the user to specify the quality tier (e.g., Low, Medium, High) for specific components + /// that are performance-sensitive. By modifying this parameter, you can tailor the visual fidelity of the component + /// to meet performance requirements. + /// [Tooltip("Specifies the quality level to be used for performance relevant parameters.")] [InspectorName("Tier")] public ScalableSettingLevelParameter quality = new ScalableSettingLevelParameter((int)ScalableSettingLevelParameter.Level.Medium, false); + /// + /// Retrieves the post-processing quality settings from the current pipeline, if available. + /// + /// + /// This method checks the active render pipeline and returns the post-processing quality settings, which determine + /// how post-processing effects are applied depending on the selected quality level. + /// + /// The object, or null if unavailable. static internal GlobalPostProcessingQualitySettings GetPostProcessingQualitySettings() { var pipeline = (HDRenderPipeline)RenderPipelineManager.currentPipeline; @@ -23,6 +41,14 @@ static internal GlobalPostProcessingQualitySettings GetPostProcessingQualitySett return null; } + /// + /// Retrieves the lighting quality settings from the current pipeline, if available. + /// + /// + /// This method retrieves the lighting quality settings from the active render pipeline. These settings control + /// how lighting is processed and rendered depending on the quality level. + /// + /// The object, or null if unavailable. static internal GlobalLightingQualitySettings GetLightingQualitySettings() { var pipeline = (HDRenderPipeline)RenderPipelineManager.currentPipeline; @@ -35,12 +61,24 @@ static internal GlobalLightingQualitySettings GetLightingQualitySettings() } /// - /// Returns true if the component uses parameters from the quality settings. + /// Determines if the component is using parameters from the quality settings. /// - /// True if the component uses parameters from the quality settings. + /// + /// This method checks whether the component uses the current quality settings or whether it is overridden by + /// a custom setting. If the component uses the default quality settings, it will return true. + /// + /// True if the component uses the quality settings; otherwise, false. + /// + /// // Example of usage: + /// if (UsesQualitySettings()) + /// { + /// // Adjust parameters based on quality settings + /// } + /// protected bool UsesQualitySettings() { return !quality.levelAndOverride.useOverride && (HDRenderPipeline)RenderPipelineManager.currentPipeline != null; } } + } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Decals.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Decals.cs index 9d1ee7a82aa..6fbcf34bd0e 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Decals.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Decals.cs @@ -439,34 +439,37 @@ void UpdateWaterDecals(CommandBuffer cmd, WaterSurface currentWater) } } - if ((currentWater.simulationMask || currentWater.supportSimulationFoamMask) && m_ActiveMask) + if (m_EnableDecalWorkflow) { - using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.WaterDecalMask))) + if ((currentWater.simulationMask || currentWater.supportSimulationFoamMask) && m_ActiveMask) { - CoreUtils.SetRenderTarget(cmd, currentWater.maskBuffer, clearFlag: ClearFlag.Color, Color.white); + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.WaterDecalMask))) + { + CoreUtils.SetRenderTarget(cmd, currentWater.maskBuffer, clearFlag: ClearFlag.Color, Color.white); - cmd.DrawProcedural(Matrix4x4.identity, m_DecalMaterial, m_MaskDecalPass, MeshTopology.Quads, 4, m_NumActiveWaterDecals, currentWater.mpb); - currentWater.maskBuffer.rt.IncrementUpdateCount(); // For the CPU Simulation + cmd.DrawProcedural(Matrix4x4.identity, m_DecalMaterial, m_MaskDecalPass, MeshTopology.Quads, 4, m_NumActiveWaterDecals, currentWater.mpb); + currentWater.maskBuffer.rt.IncrementUpdateCount(); // For the CPU Simulation + } } - } - if (m_ActiveLargeCurrent || m_ActiveRipplesCurrent) - { - using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.WaterDecalCurrent))) + if (m_ActiveLargeCurrent || m_ActiveRipplesCurrent) { - if (currentWater.supportLargeCurrent && m_ActiveLargeCurrent) + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.WaterDecalCurrent))) { - CoreUtils.SetRenderTarget(cmd, currentWater.largeCurrentBuffer, clearFlag: ClearFlag.Color, Color.black); + if (currentWater.supportLargeCurrent && m_ActiveLargeCurrent) + { + CoreUtils.SetRenderTarget(cmd, currentWater.largeCurrentBuffer, clearFlag: ClearFlag.Color, Color.black); - cmd.DrawProcedural(Matrix4x4.identity, m_DecalMaterial, m_LargeCurrentDecalPass, MeshTopology.Quads, 4, m_NumActiveWaterDecals, currentWater.mpb); - currentWater.largeCurrentBuffer.rt.IncrementUpdateCount(); // For the CPU Simulation - } - if (currentWater.supportRipplesCurrent && m_ActiveRipplesCurrent) - { - CoreUtils.SetRenderTarget(cmd, currentWater.ripplesCurrentBuffer, clearFlag: ClearFlag.Color, Color.black); + cmd.DrawProcedural(Matrix4x4.identity, m_DecalMaterial, m_LargeCurrentDecalPass, MeshTopology.Quads, 4, m_NumActiveWaterDecals, currentWater.mpb); + currentWater.largeCurrentBuffer.rt.IncrementUpdateCount(); // For the CPU Simulation + } + if (currentWater.supportRipplesCurrent && m_ActiveRipplesCurrent) + { + CoreUtils.SetRenderTarget(cmd, currentWater.ripplesCurrentBuffer, clearFlag: ClearFlag.Color, Color.black); - cmd.DrawProcedural(Matrix4x4.identity, m_DecalMaterial, m_RipplesCurrentDecalPass, MeshTopology.Quads, 4, m_NumActiveWaterDecals, currentWater.mpb); - currentWater.ripplesCurrentBuffer.rt.IncrementUpdateCount(); // For the CPU Simulation + cmd.DrawProcedural(Matrix4x4.identity, m_DecalMaterial, m_RipplesCurrentDecalPass, MeshTopology.Quads, 4, m_NumActiveWaterDecals, currentWater.mpb); + currentWater.ripplesCurrentBuffer.rt.IncrementUpdateCount(); // For the CPU Simulation + } } } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Underwater.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Underwater.cs index 051de4e5590..6be6432bca8 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Underwater.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.Underwater.cs @@ -84,8 +84,11 @@ void EvaluateUnderWaterSurface(HDCamera hdCamera) { if (currentWater.volumeBounds != null) { + var closestPointInVolumeBounds = currentWater.volumeBounds.ClosestPoint(cameraWSPos); + bool isInBounds = (closestPointInVolumeBounds - cameraWSPos).sqrMagnitude < float.Epsilon; + // If the specified bounds contains the camera, we found a match - if (currentWater.volumeBounds.bounds.Contains(cameraWSPos) && currentPriority < currentWater.volumePrority) + if (isInBounds && currentPriority < currentWater.volumePrority) { m_UnderWaterUpHeight = new Vector4(upDirection.x, upDirection.y, upDirection.z, float.MinValue); m_UnderWaterSurfaceIndex = surfaceIdx; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.cs index aeef35e134f..bbfb4bbb78b 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/HDRenderPipeline.WaterSystem.cs @@ -46,7 +46,7 @@ partial class WaterSystem internal const string k_TessellationPass = "Tessellation"; readonly static string[] k_PassesGBuffer = new string[] { k_WaterGBufferPass, k_LowResGBufferPass }; readonly static string[] k_PassesGBufferTessellation = new string[] { k_WaterGBufferPass + k_TessellationPass, k_LowResGBufferPass }; - readonly static string[] k_PassesWaterDebug = new string[] { k_WaterDebugPass + k_TessellationPass, k_WaterDebugPass + k_LowResGBufferPass }; + readonly static string[] k_PassesWaterDebug = new string[] { k_WaterDebugPass, k_WaterDebugPass + k_LowResGBufferPass }; // Other internal rendering data MaterialPropertyBlock m_WaterMaterialPropertyBlock; @@ -177,9 +177,9 @@ void CheckWaterCurrentData() internal void Cleanup() { - // Grab all the water surfaces in the scene - var waterSurfaces = WaterSurface.instancesAsArray; - int numWaterSurfaces = WaterSurface.instanceCount; + // Grab all the water surfaces in the scene. Including disabled ones (i.e. not in WaterSurface.instances). + var waterSurfaces = Object.FindObjectsByType(FindObjectsSortMode.None); + int numWaterSurfaces = waterSurfaces.Length; // Loop through them and display them for (int surfaceIdx = 0; surfaceIdx < numWaterSurfaces; ++surfaceIdx) @@ -440,8 +440,8 @@ void UpdataPerCameraConstantBuffer(WaterSurface currentWater, HDCamera hdCamera, float triangleSize = (1 << lod) * cb._GridSize.x / WaterConsts.k_WaterTessellatedMeshResolution; // align grid size on region extent float2 optimalTriangleSize = new float2( - extent.x / Mathf.Max(Mathf.Floor(extent.x / triangleSize), 1), - extent.y / Mathf.Max(Mathf.Floor(extent.y / triangleSize), 1)); + extent.x / Mathf.Max(Mathf.Ceil(extent.x / triangleSize), 1), + extent.y / Mathf.Max(Mathf.Ceil(extent.y / triangleSize), 1)); cb._GridSize = optimalTriangleSize * cb._GridSize.x / triangleSize; // align grid pos on one region corner float2 corner = -(cb._PatchOffset + 0.5f * cb._GridSize) - cb._RegionExtent; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterDecal/WaterDecal.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterDecal/WaterDecal.cs index 47fea1a2e7e..b484492171f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterDecal/WaterDecal.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterDecal/WaterDecal.cs @@ -6,7 +6,7 @@ namespace UnityEngine.Rendering.HighDefinition /// /// Water decal component. /// - [HDRPHelpURL("WaterSystem-waterdecal")] + [HDRPHelpURL("water-decals-and-masking-in-the-water-system")] [ExecuteInEditMode] public partial class WaterDecal : MonoBehaviour { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterExcluder.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterExcluder.cs index 7511119c939..3864e4625e6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterExcluder.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterExcluder.cs @@ -10,7 +10,7 @@ namespace UnityEngine.Rendering.HighDefinition /// [DisallowMultipleComponent] [AddComponentMenu("")] - [HDRPHelpURL("WaterSystem-waterexcluder")] + [HDRPHelpURL("water-exclude-part-of-the-water-surface")] [ExecuteAlways] public partial class WaterExcluder : MonoBehaviour { diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterRendering.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterRendering.cs index 4a05e83ea7b..2defaf0247f 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterRendering.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterRendering.cs @@ -7,7 +7,7 @@ namespace UnityEngine.Rendering.HighDefinition /// [Serializable, VolumeComponentMenu("Lighting/Water Rendering")] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] - [HDRPHelpURL("Override-Water-Rendering")] + [HDRPHelpURL("water-use-the-water-system-in-your-project")] public sealed partial class WaterRendering : VolumeComponent { /// diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterSurface/WaterSurface.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterSurface/WaterSurface.cs index cdd1e6e61c6..f74b6d9b875 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterSurface/WaterSurface.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Water/WaterSurface/WaterSurface.cs @@ -79,13 +79,14 @@ public enum WaterPropertyOverrideMode /// /// Water surface component. /// - [HDRPHelpURL("WaterSystem")] + [HDRPHelpURL("water")] [DisallowMultipleComponent] [ExecuteInEditMode] public partial class WaterSurface : MonoBehaviour { #region Instance Management // Management to avoid memory allocations at fetch time + // NOTE: instances tracks active instances, disabled instances can exist and are not included. internal static HashSet instances = new HashSet(); internal static WaterSurface[] instancesAsArray = null; internal static int instanceCount = 0; diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/PlayerMovement.cs b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/PlayerMovement.cs index 17b41aacb97..ea0c9a597ef 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/PlayerMovement.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/PlayerMovement.cs @@ -1,15 +1,11 @@ -#if (ENABLE_INPUT_SYSTEM && INPUT_SYSTEM_INSTALLED) -#define USE_INPUT_SYSTEM -#endif - -#if USE_INPUT_SYSTEM -using UnityEngine.InputSystem; -#endif - using System.Collections; using System.Collections.Generic; using UnityEngine; +#if ENABLE_INPUT_SYSTEM +using UnityEngine.InputSystem; +#endif + public class PlayerMovement : MonoBehaviour { public CharacterController controller; @@ -31,7 +27,7 @@ public class PlayerMovement : MonoBehaviour Vector3 velocity; bool isGrounded; -#if USE_INPUT_SYSTEM +#if ENABLE_INPUT_SYSTEM InputAction movement; InputAction jump; @@ -64,7 +60,7 @@ void Update() float z; bool jumpPressed = false; -#if USE_INPUT_SYSTEM +#if ENABLE_INPUT_SYSTEM var delta = movement.ReadValue(); x = -delta.x; z = -delta.y; diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/SpawnRandomBeachBall.cs b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/SpawnRandomBeachBall.cs index 75ecea89dec..83b1d6c397d 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/SpawnRandomBeachBall.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/WaterSamples/Scripts/SpawnRandomBeachBall.cs @@ -1,6 +1,9 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +#if ENABLE_INPUT_SYSTEM +using UnityEngine.InputSystem; +#endif using UnityEngine.Rendering.HighDefinition; public class SpawnRandomBeachBall : MonoBehaviour @@ -15,8 +18,15 @@ public class SpawnRandomBeachBall : MonoBehaviour // Update is called once per frame void Update() { - - if(Input.GetKeyDown(KeyCode.Space)) + bool spacePressed = false; +#if ENABLE_INPUT_SYSTEM + spacePressed = Keyboard.current[Key.Space].isPressed; +#else + spacePressed = Input.GetKeyDown(KeyCode.Space); +#endif + + + if (spacePressed) { if ((Time.realtimeSinceStartup - lastBeachBallSpawnedTime) >= TimeBtwnEachBall) { diff --git a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDCameraTests.cs b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDCameraTests.cs new file mode 100644 index 00000000000..69eb5dabe3a --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDCameraTests.cs @@ -0,0 +1,58 @@ +using NUnit.Framework; +using UnityEngine.Experimental.Rendering; + +namespace UnityEngine.Rendering.HighDefinition.Tests +{ + class HDCameraTests + { + [SetUp] + public void Setup() + { + if (GraphicsSettings.currentRenderPipeline is not HDRenderPipelineAsset) + Assert.Ignore("This is an HDRP Tests, and the current pipeline is not HDRP."); + } + + [Test] + public void TestCameraRelativeRendering() + { + GameObject cameraGameObject = new GameObject("Camera"); + var camera = cameraGameObject.AddComponent(); + var hdCamera = new HDCamera(camera); + + if (!VolumeManager.instance.isInitialized) + VolumeManager.instance.Initialize(); + + var positionSettings = new CameraPositionSettings(); + positionSettings.position = new Vector3(100.0f, 300.0f, 500.0f); + positionSettings.rotation = Quaternion.Euler(62.34f, 185.53f, 323.563f); + + var resolution = new Vector4(1920.0f, 1080.0f, 1.0f / 1920.0f, 1.0f / 1080.0f); + float aspect = resolution.x * resolution.w; + + camera.worldToCameraMatrix = positionSettings.ComputeWorldToCameraMatrix(); + camera.projectionMatrix = Matrix4x4.Perspective(75.0f, aspect, 0.1f, 1000.0f); + + var view = camera.worldToCameraMatrix; + var proj = camera.projectionMatrix; + + // Minimal setup for ComputePixelCoordToWorldSpaceViewDirectionMatrix(). + var viewConstants = new HDCamera.ViewConstants(); + viewConstants.viewMatrix = view; + viewConstants.projMatrix = proj; + viewConstants.invViewProjMatrix = (proj * view).inverse; + + // hdCamera.xr must be initialized for ComputePixelCoordToWorldSpaceViewDirectionMatrix(). + var hdrp = HDRenderPipeline.currentPipeline; + hdCamera.Update(hdCamera.frameSettings, hdrp, XRSystem.emptyPass, allocateHistoryBuffers: false); + + var matrix0 = hdCamera.ComputePixelCoordToWorldSpaceViewDirectionMatrix(viewConstants, resolution, aspect, 0); + var matrix1 = hdCamera.ComputePixelCoordToWorldSpaceViewDirectionMatrix(viewConstants, resolution, aspect, 1); + + // These matrices convert a clip space position to a world space view direction, + // therefore should be same regardless of Camera Relative Rendering. + Assert.AreEqual(matrix0, matrix1, $"{matrix0} != {matrix1}"); + + CoreUtils.Destroy(cameraGameObject); + } + } +} diff --git a/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDCameraTests.cs.meta b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDCameraTests.cs.meta new file mode 100644 index 00000000000..c0a9e3f79d1 --- /dev/null +++ b/Packages/com.unity.render-pipelines.high-definition/Tests/Editor/HDCameraTests.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 599a7e24f19b4c38a8f23735cf98b54f +timeCreated: 1735265964 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.high-definition/package.json b/Packages/com.unity.render-pipelines.high-definition/package.json index da5ca48db35..4cb2f53231a 100644 --- a/Packages/com.unity.render-pipelines.high-definition/package.json +++ b/Packages/com.unity.render-pipelines.high-definition/package.json @@ -1,17 +1,17 @@ { "name": "com.unity.render-pipelines.high-definition", "description": "The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms. HDRP utilizes Physically-Based Lighting techniques, linear lighting, HDR lighting, and a configurable hybrid Tile/Cluster deferred/Forward lighting architecture and gives you the tools you need to create games, technical demos, animations, and more to a high graphical standard.", - "version": "17.0.3", - "unity": "6000.0", + "version": "17.1.0", + "unity": "6000.1", "displayName": "High Definition RP", "dependencies": { "com.unity.modules.video": "1.0.0", "com.unity.modules.animation": "1.0.0", "com.unity.modules.imageconversion": "1.0.0", - "com.unity.render-pipelines.core": "17.0.3", - "com.unity.shadergraph": "17.0.3", - "com.unity.visualeffectgraph": "17.0.3", - "com.unity.render-pipelines.high-definition-config": "17.0.3" + "com.unity.render-pipelines.core": "17.1.0", + "com.unity.shadergraph": "17.1.0", + "com.unity.visualeffectgraph": "17.1.0", + "com.unity.render-pipelines.high-definition-config": "17.1.0" }, "keywords": [ "graphics", @@ -83,7 +83,7 @@ }, { "displayName": "Water Samples", - "description": "Add a set of examples using the Water System, showcasing various environements using all the features of the system.", + "description": "Add a set of examples using the Water System, showcasing various environments using all the features of the system.", "path": "Samples~/WaterSamples", "dependencies": [ "com.unity.render-pipelines.high-definition/Samples~/Common", diff --git a/Packages/com.unity.render-pipelines.universal-config/Documentation~/index.md b/Packages/com.unity.render-pipelines.universal-config/Documentation~/index.md index 0210e7df3e2..d0d572ceb49 100644 --- a/Packages/com.unity.render-pipelines.universal-config/Documentation~/index.md +++ b/Packages/com.unity.render-pipelines.universal-config/Documentation~/index.md @@ -2,5 +2,5 @@ The Universal Render Pipeline (URP) uses this package to control the settings of some of its features. If you want to use this package to configure URP, you must link it as a local package. -* For information on how to set up and use the URP Config package, see [URP Config](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/URP-Config-Package.html). -* For documentation on URP itself, see [URP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html). +* For information on how to set up and use the URP Config package, see [URP Config](https://docs.unity3d.com/Manual/urp/URP-Config-Package.html). +* For documentation on URP itself, see [URP documentation](https://docs.unity3d.com/Manual/urp/urp-introduction.html). diff --git a/Packages/com.unity.render-pipelines.universal/CHANGELOG.md b/Packages/com.unity.render-pipelines.universal/CHANGELOG.md index 2c02d55db0c..d4935e8b517 100644 --- a/Packages/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/Packages/com.unity.render-pipelines.universal/CHANGELOG.md @@ -4,16 +4,184 @@ uid: urp-changelog # Changelog -All notable changes to this package will be documented in this file. - -The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) -and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). ## [Unreleased] Version Updated The version number for this package has increased due to a version update of a related graphics package. +The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) +and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). + + +## [17.0.3] - 2025-02-13 + +This version is compatible with Unity 6000.2.0a1. + +### Added +- `SetViewAndProjectionMatrices()` helper function is available within a RasterRenderPass in RenderGraph. +- RenderPipelineManager callbacks are raised from UniversalRenderPipeline.SingleCameraRequest. +- SetViewAndProjectionMatrices() helper function is available within a RasterRenderPass in RenderGraph. + +### Changed +- Added the ability to turn Reflection Probe Atlas on or off for Universal Render Pipeline (URP) Forward+ renderers, regardless of blending. +- Improved Depth usage performance for some platforms. +- Updated the RenderGraph samples to use the new helper functions to reduce boilerplate code. +- Changed the URP render pass names for consistency in the RenderGraph viewer, the Profiler, and the frame debugger. +- Sprite Default Material - Moved to Graphics Settings, Sprite Settings from Renderer2DData. +- Improve the sample code in the URP Post Processing Effect (with Volume) template to remove a copy render pass. +- Improved the depth copy scheduling in render graph path to allow copying after skybox rendering to improve pass merging. +- Enabled foveated rendering for UberPost pass when it is the last pass and FinalPostBlit pass. +- In the Render Graph Viewer, you can now open the tool when the compatibility mode is enabled. + +### Fixed +- Fixed a warning, "Missing types referenced from component UniversalRenderPipelineGlobalSettings..." which was caused by the URP Template project on platforms where ENABLE_VR is not defined. +- Fixed invalid viewport for post-process when using camera stacking with render scale. +- Fixed invalid alpha output for scaling setup shader when using camera stacking with render scale on URP compatibility path. +- Fixed incorrectly bright pixels by clamping alpha after additive blending to 0-1 range in post-processing when using camera stacking with render scale. +- Fixed black pixels (NaN) in Lens Distort post-processing effect. +- Fixed post-process FSR upscaling and _ScreenParams for stacked Overlay cameras. +- Remove "AssertionException The RenderTextureDescriptor used to create a TextureDesc contains both graphicsFormat and depthStencilFormat". +- Optimized finalblit pass load operation bandwidth cost for XR. +- Fixed a redundant empty line in a tooltip for Cast Shadows toggle in the URP Asset for Additional lights. +- Fixed an issue where WorldToCamera matrix wasn't set before rendering shadows. +- Fixed spamming errors and broken visual when resizing GameView with Free Aspect in DepthBlit sample. +- Fixed an issue where Forward Plus lighting in URP was causing rendering artifacts. +- Fixed an issue where Game View would flip upside down when using HDR Debug Mode. +- Removed 'implicit truncation of vector type' warnings at URP ScreenSpaceAmbientOcclusion.shader. +- Fixed a depth texture format used for URP 2D RenderPass with Android devices issue. +- Fixed the CameraDepthAttachment turning black for DX11. +- Fixed an issue where Transparent Receive Shadows setting didn't work for custom shaders. +- Modified final depth copy logic to read from depth attachment instead of depth texture to avoid errors when depth texture isn't available +- Fixed an issue where SS Shadow coord transform was missing from TransformWorldToShadowCoord. +- Fixed sorting the Reflection Probe by resolution. +- Fixed issue with URP lights where the Culling Mask property was ignored for shadow casters when using the GPU Resident Drawer. +- Fixed an issue with the viewport of stacked cameras in post-processing. +- Fixed an issue where creating a light and then undoing the action displayed a warning in the console. +- Fixed an issue where the Shadowmask mode didn't take Shadows > Shadow Type > Realtime Shadows > Strength setting into account. +- Fixed an issue where SoftShadowsHigh global shader keyword is not initialized properly. +- Fixed an issue where disabling *Strip Unused Variants* and *Strip Unused Post Processing Variants* still stripped out various keywords in builds. +- Fixed an issue with aliased shadows when using the medium or high soft shadow settings. +- Fixed an issue where variants were being stripped out in Scriptable Stripping when *Strip Unused Variants* was disabled. +- Fixed a URP RenderGraph case with multisample anti-aliasing (MSAA) and camera stacking on the Windows Player. +- Fixed an issue where undoing the creation of a GameObject didn't remove the GameObject when it had focus in the Editor. +- Fixed an issue where the preview for URP overlay cameras didn't render the correct view. An explicit message now explains that previewing is not possible for these cameras. +- Fixed an unclear error message that appeared when updating the volume stack before the Universal Render Pipeline was created. +- Fixed an issue where pressing the Ctrl key in the Scene view while using URP caused a depth texture format exception. +- Fixed light cookie texture memory leak when entering Playmode. +- Fix continuous error printing in URP Samples when assigned pipeline asset is not correct +- Fixed an issue where blending DBuffer decal normals could causes NaNs. +- Fixed the Preview Camera drawing grid that appears on top of preview mesh with URP Render Graph when depth priming is active. +- Fixed a broken setting related to the Shadow rendering layer that wasn't changing shadow when using `shadowRenderingLayers` in the script. +- Fixed Native Render Pass to render `RenderTextureDescriptor` with the correct dimensions when the render scale is not equal to one. +- Added a warning the Scene to inform users about light limits. +- Fixed inconsistent text capitalizations in various parts of the Editor. +- Fixed an issue with corrupt cookie sampling when targeting mobile platforms. +- Hide unused Native Render Pass checkbox in UniversalRenderer when using Render Graph. +- Fixed obsolete API usages in URP samples. +- Disabled fallback behavior on FSR EASU shader to prevent build errors on machines with old GPUs. +- Fixed an issue where Shadow maps sometimes leaked when switching between quality levels. +- Render Pipeline Converter - Built in materials where not found properly the first time the Initialize Converter was called. +- Fixed visual issues caused by edge cases in alpha clipping logic when MSAA is enabled. +- Fixed errors when inspecting Universal Renderer assets with URP not as the active pipeline. +- Fixed an incorrect motion vectors with URP Deferred due to missing camera depth binding. +- Fixed broken "Map Overlay" modes in RenderGraph and aspect ratios in RenderGraph and non-RG paths. +Added missing "Map Overlay" modes for Motion Vectors and Light Cookie Atlas. +- Disabled faulty NRP for Editor-only FinalCopyDepth pass in URP 3D. +- Reduced banding on FSR upscaled render target by changing render target formats. +- Fixed SRP per-XRPass control to disable FR for intermediate render passes on untethered XR device if renderViewportScale is active when using URP RenderGraph. +- Fixed an issue where shadows for additional lights would flicker if additional lights exceeded the maximum amount of shadow casting lights. +- Fixed an issue where shadows for additional lights were incorrectly ordered when using deferred rendering. +- Fixed an issue where shadows for additional lights were still rendering even though they were disabled in the URP Asset. +- Fixed a render graph bug where a pass-break between GBuffer and deferred lighting would cause an error. +- Made the gBuffer components non-global. +- Fixed render graph allocated textures not respecting dynamic scaling settings in some cases. +- Fixed render graph scheduling logic for CopyDepth pass when custom passes that read depth are present. +- Added warning box in the camera inspector when both TAA and MSAA is enabled to notify the user that TAA will be skiped with current settings. +- Fixed custom pass order in URP RenderGraph injected at AfterRenderingSkybox/BeforeRenderingTransparents. +- Fixed an issue where if the profiling sampler of a render graph pass is null, use an empty string instead of the name of the profiling sampler. +- Fixed an issue where multiview support for the XR Occlusion Mesh pass was missing. +- Fixed an issue where Shadow Near Plane on Spot Lights was incorrectly culling shadow casters. +- Fixed an issue with enabling instancing at runtime for a Decal material. +- Fixed the yflip issue when depth texture is required and color texture is not required in RenderGraph compatibility mode. +- Fixed CopyDepthPass setup causing Vulkan validation errors under specific circumstances. +- Fixed ScriptableRenderPass.profilerSampler being null in Compatibility mode. This will now only be null in release (non-dev) when using RenderGraph. This nullification was done previously as a small performance optimization. +- Fixed BlitAndSwapColorPass sample. +- Fixed an issue where reflection probes would render incorrectly on some platforms. +- Updated template (Create > Rendering > URP Post-Processing Effect (Renderer Feature with Volume). +- Fixed a shader compilation error on Apple platforms without Metal. +- Fixed an issue with the Inspector of Render2DData when selecting custom default material. +- Fixed URP Lens Flare with scaled pixelRect. +- Fixed an incorrect depth copy scheduling in deferred path when render graph was enabled. +- Fixed an issue by avoiding overwriting the cameraDepthTexture handle with gbuffer4 in deferred render graph path. +- Fixed an issue where 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 GPU. +- Fixed an issue where Directional Light Shadows rendered incorrectly at close distance. +- Removed msaa sample count mismatch warning at first frame in IOS player. +- Fixed shadow-map sampling artifacts present when using the Unlit DrawMode in the SceneView. +- Fixed URP Full Screen Render Feature with RenderGraph to limit the use of global resources and improve memory usage. +- Fixed XR isLastCamera check. +- Fixed an issue with `XRCopyDepth` not working when running in RenderGraph. +- Fixed Forward+ always blending reflection probes regardless of setting. +- Fixed an issue where Color Lookup caused GC.Alloc every frame. +- Fixed camera offset in the UI editor for the RenderObject RenderFeature. +- Fixed an issue where lights would leak through objects when using Point Lights. +- Fixed an issue where Shader Prefiltering data wasn't updated properly for Asset Bundles. +- Fixed a RenderGraph issue where Invalid Depth format errors appeared when pressing CTRL in scene view. +- Fixed an issue scene-view wireframe rendering when using depth-priming. +- Fixed some shader warnings in builds. +- Fixed camera gizmos frustum that was not rendered correctly in the presence of a monobehaviour containing an OnGUI method. +- Fixed an issue where URP RawDepthHistory buffer created an unnecessary color resource, leading to unnecessary GPU memory usage. +- Fixed an issue to prevent repetitive error logs about C-buffer layout mispatch in GPU-instancing-enabled Speed Tree materials when enabling Rendering Layers. +- Enabled Native RenderPass option to follow Universal Renderer Data when rendering Game view. +- Fixed an issue with a missing depth prepass in deferred render graph path. +- Modified the scheduling of a motion vector pass in render graph path in order to ensure motion and depth data are always available together. +- Fixed an issue in RenderGraph where an extra copy was made of the Main and Additional light shadow textures. +- Fixed an issue with the depthStencil format for the `_CameraDepthAttachment` and the `_CameraDepthTexture` resource so they are now correctly set by the format settings on the Renderer asset. +- Fixed SpeedTree8 ShaderLab shader issue. +- Fixed render graph global textures persisting after graph execution. +- Fixed an issue in URP Forward Plus lighting where extra tiles were being incorrectly masked to be lit by spot lights that did not in fact affect them. +- Fixed camera stacking rendering to system backbuffer with Render Graph on iOS/macOS. +- Fixed an issue where shadows were rendering incorrectly when light sources were placed near shadow casting objects. +- Fixed the use of a potentially uninitialized variable warning in Core2D issue. +- Added shader stripping logic for STP to avoid URP project build failures when targeting Windows from a non-Windows platform. +- Updated RenderGraph samples (install through Package Manager) to the latest APIs and best practices. +- Fixed compile error in the lighting debug views when using APV with Shadowmask. +- Fixed missing geometry on Adreno GPUs by disabling GPU occlusion culling as a workaround. +- Removed usage of legacy `depthBufferBits` on `RenderTextureDescriptor` in URP 2D and 3D renderers to fix issues with incorrect depth stencil format for render textures. +- Fixed TAA frame index mismatch which was causing incorrect visuals when the camera history reset system was used with STP. +- Fixed the depth bias for motion vectors that was causing objects to leak through geometry. +- Fixed invalid viewport for post-process when using camera stacking with render scale. +- Fixed invalid alpha output for scaling setup shader when using camera stacking with render scale on URP compatibility path. +- Fixed incorrectly bright pixels by clamping alpha after additive blending to 0-1 range in post-processing when using camera stacking with render scale. +- Fixed black pixels (NaN) in Lens Distort post-processing effect. +- Fixed post-process FSR upscaling and _ScreenParams for stacked Overlay cameras. +- Remove "AssertionException The RenderTextureDescriptor used to create a TextureDesc contains both graphicsFormat and depthStencilFormat". +- Fixed spamming errors and broken visual when resizing GameView with Free Aspect in DepthBlit sample. +- Fixed an issue where WorldToCamera matrix wasn't set before rendering shadows. +- Fixed a redundant empty line in a tooltip for Cast Shadows toggle in the URP Asset for Additional lights. +- Fixed issue with spot light clipping incorrectly in URP Forward+. +- Remove 'implicit truncation of vector type' warnings at URP ScreenSpaceAmbientOcclusion.shader. +- Fixed an issue where Game View would flip upside down when using HDR Debug Mode. +- Fixed an issue with warning (Missing types referenced from component UniversalRenderPipelineGlobalSettings...) caused by URP Template project on platforms where ENABLE_VR is not defined. +- Fixed an issue where Transparent Receive Shadows setting didn't work for custom shaders. +- Fixed depth texture format used for URP 2D RenderPass with Android devices. +- Fixed the CameraDepthAttachment turning black for DX11. +- Fixed an issue by modifing final depth copy logic to read from depth attachment instead of depth texture to avoid errors when depth texture isn't available. +- Fixed sorting the Reflection Probe by resolution. +- Fixed an issue by adding SS Shadow coord transform to TransformWorldToShadowCoord. +- Fixed issue with URP lights where the Culling Mask property was ignored for shadow casters when using the GPU Resident Drawer. +- Fixed an issue where creating a light and undoing displayed a warning in the console. +- Fixed an issue where the shadow strength setting on lights did not work with shadow masks. +- Fixed an issue where SoftShadowsHigh global shader keyword is not initialized properly. +- Fixed an issue with aliased shadows when using medium or high soft shadow setting. +- Fixed an issue where variants were being stripped out in Scriptable Stripping when "Strip Unused Variants" was disabled. +- Fixed URP RenderGraph case with MSAA and camera stacking on Windows Player. +- Fixed an issue where undoing GameObject creation didn't work when the GameObject was focused. +- Fixed unclear error message while updating volume stack before Universal Render Pipeline is created. +- Fixed depth texture format exception when pressing the Ctrl key in the scene view with URP. +- Fixed light cookie texture memory leak when entering Playmode. +- Fixed an issue where blending DBuffer decal normals could causes NaNs. + ## [17.0.2] - 2024-04-02 This version is compatible with Unity 6000.0.0b15. diff --git a/Packages/com.unity.render-pipelines.universal/Documentation~/index.md b/Packages/com.unity.render-pipelines.universal/Documentation~/index.md index 560b37449bb..509330c25c6 100644 --- a/Packages/com.unity.render-pipelines.universal/Documentation~/index.md +++ b/Packages/com.unity.render-pipelines.universal/Documentation~/index.md @@ -3,6 +3,6 @@ uid: urp-index --- # Universal Render Pipeline (URP) scripting reference -The [scripting API](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/api/index.html) documentation is available on this website. +The [scripting API](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.1/api/index.html) documentation is available on this website. -The user guide for URP in Unity 6 is in the [Unity Manual](https://docs.unity3d.com/6000.0/Documentation/Manual/urp/urp-introduction.html). +The user guide for URP in Unity 6 is in the [Unity Manual](https://docs.unity3d.com/6000.1/Documentation/Manual/urp/urp-introduction.html). diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/LightBatchingDebugger/LightBatchingDebugger.cs b/Packages/com.unity.render-pipelines.universal/Editor/2D/LightBatchingDebugger/LightBatchingDebugger.cs index c0111c57645..67b44df185c 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/2D/LightBatchingDebugger/LightBatchingDebugger.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/LightBatchingDebugger/LightBatchingDebugger.cs @@ -48,16 +48,20 @@ public static void ShowExample() private Vector3 cachedCamPos; ILight2DCullResult lightCullResult + { + get + { + return renderer2DData?.lightCullResult; + } + } + + Renderer2DData renderer2DData { get { // Game view main camera var renderer = Camera.main?.GetUniversalAdditionalCameraData().scriptableRenderer as Renderer2D; - var data = renderer?.GetRenderer2DData(); - if (data != null && data.lightCullResult.IsGameView()) - return data?.lightCullResult; - - return null; + return renderer?.GetRenderer2DData(); } } @@ -69,7 +73,7 @@ private bool PopulateData() batchList.Clear(); var layers = Light2DManager.GetCachedSortingLayer(); - var batches = LayerUtility.CalculateBatches(lightCullResult, out var batchCount); + var batches = LayerUtility.CalculateBatches(renderer2DData, out var batchCount); for (var i = 0; i < batchCount; i++) { diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs b/Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs index a59f2d74237..ced1ddbee80 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/Renderer2DDataEditor.cs @@ -13,6 +13,9 @@ class Styles public static readonly GUIContent lightBlendStylesHeader = EditorGUIUtility.TrTextContent("Light Blend Styles", "A Light Blend Style is a collection of properties that describe a particular way of applying lighting."); public static readonly GUIContent postProcessHeader = EditorGUIUtility.TrTextContent("Post-processing"); + public static readonly GUIContent filteringSectionLabel = EditorGUIUtility.TrTextContent("Filtering", "Settings that controls and define which layers the renderer draws."); + public static readonly GUIContent layerMask = EditorGUIUtility.TrTextContent("Layer Mask", "Controls which transparent layers this renderer draws."); + public static readonly GUIContent transparencySortMode = EditorGUIUtility.TrTextContent("Transparency Sort Mode", "Default sorting mode used for transparent objects"); public static readonly GUIContent transparencySortAxis = EditorGUIUtility.TrTextContent("Transparency Sort Axis", "Axis used for custom axis sorting mode"); public static readonly GUIContent hdrEmulationScale = EditorGUIUtility.TrTextContent("HDR Emulation Scale", "Describes the scaling used by lighting to remap dynamic range between LDR and HDR"); @@ -43,6 +46,7 @@ struct LightBlendStyleProps public SerializedProperty blendFactorAdditive; } + SerializedProperty m_LayerMask; SerializedProperty m_TransparencySortMode; SerializedProperty m_TransparencySortAxis; SerializedProperty m_HDREmulationScale; @@ -60,6 +64,7 @@ struct LightBlendStyleProps SerializedProperty m_CameraSortingLayersTextureBound; SerializedProperty m_CameraSortingLayerDownsamplingMethod; + SavedBool m_FilteringFoldout; SavedBool m_GeneralFoldout; SavedBool m_LightRenderTexturesFoldout; SavedBool m_LightBlendStylesFoldout; @@ -84,6 +89,7 @@ void OnEnable() m_WasModified = false; m_Renderer2DData = (Renderer2DData)serializedObject.targetObject; + m_LayerMask = serializedObject.FindProperty("m_LayerMask"); m_TransparencySortMode = serializedObject.FindProperty("m_TransparencySortMode"); m_TransparencySortAxis = serializedObject.FindProperty("m_TransparencySortAxis"); m_HDREmulationScale = serializedObject.FindProperty("m_HDREmulationScale"); @@ -121,6 +127,7 @@ void OnEnable() m_DefaultMaterialType = serializedObject.FindProperty("m_DefaultMaterialType"); m_DefaultCustomMaterial = serializedObject.FindProperty("m_DefaultCustomMaterial"); + m_FilteringFoldout = new SavedBool($"{target.GetType()}.FilteringFoldout", true); m_GeneralFoldout = new SavedBool($"{target.GetType()}.GeneralFoldout", true); m_LightRenderTexturesFoldout = new SavedBool($"{target.GetType()}.LightRenderTexturesFoldout", true); m_LightBlendStylesFoldout = new SavedBool($"{target.GetType()}.LightBlendStylesFoldout", true); @@ -137,6 +144,7 @@ public override void OnInspectorGUI() { serializedObject.Update(); + DrawFiltering(); DrawGeneral(); DrawLightRenderTextures(); DrawLightBlendStyles(); @@ -184,6 +192,18 @@ public void DrawCameraSortingLayerTexture() EditorGUI.EndDisabledGroup(); } + private void DrawFiltering() + { + CoreEditorUtils.DrawSplitter(); + m_FilteringFoldout.value = CoreEditorUtils.DrawHeaderFoldout(Styles.filteringSectionLabel, m_FilteringFoldout.value); + if (!m_FilteringFoldout.value) + return; + + EditorGUILayout.PropertyField(m_LayerMask, Styles.layerMask); + + EditorGUILayout.Space(); + } + private void DrawGeneral() { CoreEditorUtils.DrawSplitter(); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteLitPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteLitPass.hlsl index d7d90588a79..43bc2140bae 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteLitPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteLitPass.hlsl @@ -25,6 +25,9 @@ half4 _RendererColor; PackedVaryings vert(Attributes input) { Varyings output = (Varyings)0; + UNITY_SETUP_INSTANCE_ID(input); + + SetUpSpriteInstanceProperties(); input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy); output = BuildVaryings(input); output.color *= _RendererColor * unity_SpriteColor; // vertex color has to applied here diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteNormalPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteNormalPass.hlsl index a2f6f23ffd1..e1d9bcb94d4 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteNormalPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteNormalPass.hlsl @@ -5,6 +5,7 @@ PackedVaryings vert(Attributes input) Varyings output = (Varyings)0; input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy); output = BuildVaryings(input); + output.color *= unity_SpriteColor; output.normalWS = -GetViewForwardDir(); PackedVaryings packedOutput = PackVaryings(output); return packedOutput; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteUnlitPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteUnlitPass.hlsl index 2b080c5e7e2..61a7f121823 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteUnlitPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteUnlitPass.hlsl @@ -7,6 +7,9 @@ half4 _RendererColor; PackedVaryings vert(Attributes input) { Varyings output = (Varyings)0; + UNITY_SETUP_INSTANCE_ID(input); + + SetUpSpriteInstanceProperties(); input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy); output = BuildVaryings(input); output.color *= _RendererColor * unity_SpriteColor; // vertex color has to applied here 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 2ee799a6bd5..df4238e297b 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 @@ -28,7 +28,7 @@ public static void AddDefaultFields(ref TargetFieldContext context, UniversalTar { // Only support SpriteColor legacy block if BaseColor/Alpha are not active var descs = context.blocks.Select(x => x.descriptor); - bool useLegacyBlocks = !descs.Contains(BlockFields.SurfaceDescription.BaseColor) && !descs.Contains(BlockFields.SurfaceDescription.Alpha); + bool useLegacyBlocks = descs.Contains(BlockFields.SurfaceDescriptionLegacy.SpriteColor); context.AddField(CoreFields.UseLegacySpriteBlocks, useLegacyBlocks); // Surface Type @@ -56,7 +56,7 @@ public static void AddDefaultFields(ref TargetFieldContext context, UniversalTar public static void GetDefaultActiveBlocks(ref TargetActiveBlockContext context, UniversalTarget target) { // Only support SpriteColor legacy block if BaseColor/Alpha are not active - bool useLegacyBlocks = !context.currentBlocks.Contains(BlockFields.SurfaceDescription.BaseColor) && !context.currentBlocks.Contains(BlockFields.SurfaceDescription.Alpha); + bool useLegacyBlocks = context.currentBlocks.Contains(BlockFields.SurfaceDescriptionLegacy.SpriteColor); context.AddBlock(BlockFields.SurfaceDescriptionLegacy.SpriteColor, useLegacyBlocks); context.AddBlock(BlockFields.SurfaceDescription.Alpha); 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 733351d7123..d3cb693aaf6 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 @@ -21,13 +21,14 @@ public override void Setup(ref TargetSetupContext context) { base.Setup(ref context); context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); -#if HAS_VFX_GRAPH + var universalRPType = typeof(UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset); - if (TargetsVFX() && !context.HasCustomEditorForRenderPipeline(universalRPType)) - { - context.AddCustomEditorForRenderPipeline(typeof(VFXGenericShaderGraphMaterialGUI).FullName, universalRPType); - } + var gui = typeof(ShaderGraphSpriteGUI); +#if HAS_VFX_GRAPH + if (TargetsVFX()) + gui = typeof(VFXGenericShaderGraphMaterialGUI); #endif + context.AddCustomEditorForRenderPipeline(gui.FullName, universalRPType); context.AddSubShader(PostProcessSubShader(SubShaders.SpriteLit(target))); } @@ -111,6 +112,9 @@ public static PassDescriptor Lit(UniversalTarget target) defines = new DefineCollection(), keywords = SpriteLitKeywords.Lit, includes = SpriteLitIncludes.Lit, + + // Custom Interpolator Support + customInterpolators = CoreCustomInterpDescriptors.Common }; if (target.disableTint) @@ -149,6 +153,9 @@ public static PassDescriptor Normal(UniversalTarget target) pragmas = CorePragmas._2DDefault, defines = new DefineCollection(), includes = SpriteLitIncludes.Normal, + + // Custom Interpolator Support + customInterpolators = CoreCustomInterpDescriptors.Common }; if (target.disableTint) @@ -244,6 +251,7 @@ static class SpriteLitRequiredFields public static FieldCollection Normal = new FieldCollection() { + StructFields.Varyings.color, StructFields.Varyings.normalWS, StructFields.Varyings.tangentWS, }; @@ -283,6 +291,7 @@ static class SpriteLitIncludes public static IncludeCollection Lit = new IncludeCollection { // Pre-graph + { CoreIncludes.FogPregraph }, { CoreIncludes.CorePregraph }, { CoreIncludes.ShaderGraphPregraph }, @@ -306,6 +315,7 @@ static class SpriteLitIncludes public static IncludeCollection Forward = new IncludeCollection { // Pre-graph + { CoreIncludes.FogPregraph }, { CoreIncludes.CorePregraph }, { CoreIncludes.ShaderGraphPregraph }, 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 db890426073..5628e469bc7 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 @@ -23,13 +23,14 @@ public override void Setup(ref TargetSetupContext context) { base.Setup(ref context); context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); -#if HAS_VFX_GRAPH + var universalRPType = typeof(UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset); - if (TargetsVFX() && !context.HasCustomEditorForRenderPipeline(universalRPType)) - { - context.AddCustomEditorForRenderPipeline(typeof(VFXGenericShaderGraphMaterialGUI).FullName, universalRPType); - } + var gui = typeof(ShaderGraphSpriteGUI); +#if HAS_VFX_GRAPH + if (TargetsVFX()) + gui = typeof(VFXGenericShaderGraphMaterialGUI); #endif + context.AddCustomEditorForRenderPipeline(gui.FullName, universalRPType); context.AddSubShader(PostProcessSubShader(SubShaders.SpriteLit(target))); } @@ -266,6 +267,7 @@ static class SpriteLitRequiredFields public static FieldCollection Normal = new FieldCollection() { + StructFields.Varyings.color, StructFields.Varyings.normalWS, StructFields.Varyings.tangentWS, }; @@ -310,6 +312,7 @@ static class SpriteLitIncludes public static IncludeCollection Lit = new IncludeCollection { // Pre-graph + { CoreIncludes.FogPregraph }, { CoreIncludes.CorePregraph }, { CoreIncludes.ShaderGraphPregraph }, { k2DLightingUtil, IncludeLocation.Pregraph }, @@ -334,6 +337,7 @@ static class SpriteLitIncludes public static IncludeCollection Forward = new IncludeCollection { // Pre-graph + { CoreIncludes.FogPregraph }, { CoreIncludes.CorePregraph }, { CoreIncludes.ShaderGraphPregraph }, 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 71969e5b8b5..c1e2b60a7e0 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 @@ -23,13 +23,14 @@ public override void Setup(ref TargetSetupContext context) { base.Setup(ref context); context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency); -#if HAS_VFX_GRAPH + var universalRPType = typeof(UnityEngine.Rendering.Universal.UniversalRenderPipelineAsset); - if (TargetsVFX() && !context.HasCustomEditorForRenderPipeline(universalRPType)) - { - context.AddCustomEditorForRenderPipeline(typeof(VFXGenericShaderGraphMaterialGUI).FullName, universalRPType); - } + var gui = typeof(ShaderGraphSpriteGUI); +#if HAS_VFX_GRAPH + if (TargetsVFX()) + gui = typeof(VFXGenericShaderGraphMaterialGUI); #endif + context.AddCustomEditorForRenderPipeline(gui.FullName, universalRPType); context.AddSubShader(PostProcessSubShader(SubShaders.SpriteUnlit(target))); } @@ -229,6 +230,7 @@ static class SpriteUnlitIncludes public static IncludeCollection Unlit = new IncludeCollection { // Pre-graph + { CoreIncludes.FogPregraph }, { CoreIncludes.CorePregraph }, { CoreIncludes.ShaderGraphPregraph }, diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowProvider/ShadowShape2DProvider_ProperyDrawer.cs b/Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowProvider/ShadowShape2DProvider_ProperyDrawer.cs index d9eda738cf4..f7744662b62 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowProvider/ShadowShape2DProvider_ProperyDrawer.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/Shadows/ShadowProvider/ShadowShape2DProvider_ProperyDrawer.cs @@ -15,13 +15,24 @@ public class ShadowShape2DProvider_ProperyDrawer : PropertyDrawer { delegate void ProcessChild(SerializedProperty child); + bool IsChildVisible(Type parentType, SerializedProperty child) + { + // Check to see if the child is public and not hidden in the inspector + FieldInfo fieldInfo = parentType.GetField(child.name, BindingFlags.Public | BindingFlags.Instance); + HideInInspector hideInInspector = parentType.GetCustomAttribute(); + return fieldInfo != null && hideInInspector == null; + } + void ProcessChildren(SerializedProperty parentProperty, ProcessChild onProcessChild) { var enumerator = parentProperty.GetEnumerator(); + object parentObj = parentProperty.managedReferenceValue; + Type parentType = parentObj.GetType(); + while (enumerator.MoveNext()) { - SerializedProperty child = enumerator.Current as SerializedProperty; - if (child != null) + SerializedProperty child = enumerator.Current as SerializedProperty; + if (child != null && IsChildVisible(parentType, child)) { onProcessChild(child); } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/EditorTool/PathEditorTool.cs b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/EditorTool/PathEditorTool.cs index b86f50378e2..09d37e19031 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/EditorTool/PathEditorTool.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/EditorTool/PathEditorTool.cs @@ -380,6 +380,8 @@ void IDuringSceneGuiTool.DuringSceneGui(SceneView sceneView) { if (m_GUIState.eventType == EventType.Layout) m_Controller.ClearClosestPath(); + else if (m_GUIState.eventType == EventType.ValidateCommand) + return; m_RectSelector.OnGUI(); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/Analytics/PostProcessDataAnalytics.cs b/Packages/com.unity.render-pipelines.universal/Editor/Analytics/PostProcessDataAnalytics.cs index a6c16adff55..f22bee1af1a 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/Analytics/PostProcessDataAnalytics.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/Analytics/PostProcessDataAnalytics.cs @@ -2,7 +2,6 @@ using System.Collections.Generic; using UnityEditor.Build; using UnityEditor.Build.Reporting; -using UnityEngine; using UnityEngine.Analytics; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; @@ -15,6 +14,7 @@ class PostProcessDataAnalytics : IPostprocessBuildWithReport const int k_MaxEventsPerHour = 1000; const int k_MaxNumberOfElements = 1000; const string k_VendorKey = "unity.universal"; + const string k_EventName = "uURPPostProcessAsset"; // SCHEMA: com.unity3d.data.schemas.editor.analytics.uURPPostProcessAsset_v1 // TAXONOMY : editor.analytics.uURPPostProcessAsset.v1 @@ -81,6 +81,7 @@ static bool TryGatherPostProcessDataIncludedInBuild(List tmp) var guid = AssetDatabase.GUIDFromAssetPath(assetPath).ToString(); output.Add((field.Name, guid)); } + return output; } @@ -93,20 +94,19 @@ public static PropertyToGUIDs[] ExtractData(List postProcessDat private static Dictionary CreateDictionaryWithDefaults() { - var defaultPostProcessData = ScriptableObject.CreateInstance(); - ResourceReloader.ReloadAllNullIn(defaultPostProcessData, UniversalRenderPipelineAsset.packagePath); + var defaultShaderResources = GraphicsSettings.GetRenderPipelineSettings(); + var defaultTextureResources = GraphicsSettings.GetRenderPipelineSettings(); Dictionary output = new(); + void AddDefaultsToDictionary(Dictionary dictionary, List<(string property, string guid)> list) { foreach (var item in list) - dictionary.Add(item.property, - new PropertyToGUIDs() { propertyName = item.property, defaultGUID = item.guid }); + dictionary.Add(item.property, new PropertyToGUIDs { propertyName = item.property, defaultGUID = item.guid }); } - AddDefaultsToDictionary(output, GetPropertyGUIDs(defaultPostProcessData.shaders)); - AddDefaultsToDictionary(output, GetPropertyGUIDs(defaultPostProcessData.textures)); - ScriptableObject.DestroyImmediate(defaultPostProcessData); + AddDefaultsToDictionary(output, GetPropertyGUIDs(defaultShaderResources)); + AddDefaultsToDictionary(output, GetPropertyGUIDs(defaultTextureResources)); return output; } @@ -163,6 +163,7 @@ public static IAnalytic.DataList GatherDataToBeSent(PropertyToGUI usage = Usage.ModifiedForTheProject.ToString() }); } + break; default: tmp.Add(new AnalyticsData() @@ -172,6 +173,7 @@ public static IAnalytic.DataList GatherDataToBeSent(PropertyToGUI }); break; } + uniques.Clear(); } @@ -198,9 +200,10 @@ static void SendUniversalEvent() } public int callbackOrder { get; } + public void OnPostprocessBuild(BuildReport report) { SendUniversalEvent(); } } -} +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Editor/BuildProcessors/GraphicsSettingsStrippers/ScreenSpaceAmbientOcclusionStripper.cs b/Packages/com.unity.render-pipelines.universal/Editor/BuildProcessors/GraphicsSettingsStrippers/ScreenSpaceAmbientOcclusionStripper.cs new file mode 100644 index 00000000000..39382a64fa4 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Editor/BuildProcessors/GraphicsSettingsStrippers/ScreenSpaceAmbientOcclusionStripper.cs @@ -0,0 +1,63 @@ +using UnityEditor.Rendering.Universal; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; + +namespace UnityEditor.Rendering +{ + class ScreenSpaceAmbientOcclusionDynamicResourcesStripper : IRenderPipelineGraphicsSettingsStripper + { + public bool active => URPBuildData.instance.buildingPlayerForUniversalRenderPipeline; + + public bool CanRemoveSettings(ScreenSpaceAmbientOcclusionDynamicResources resources) + { + if (GraphicsSettings.TryGetRenderPipelineSettings(out var urpShaderStrippingSettings) && !urpShaderStrippingSettings.stripUnusedVariants) + return false; + + foreach (var urpAssetForBuild in URPBuildData.instance.renderPipelineAssets) + { + foreach (var rendererData in urpAssetForBuild.m_RendererDataList) + { + if (rendererData is not UniversalRendererData) + continue; + + foreach (var rendererFeature in rendererData.rendererFeatures) + { + if (rendererFeature is ScreenSpaceAmbientOcclusion { isActive: true } occlusion + && occlusion.settings.AOMethod == ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.BlueNoise) + return false; + } + } + } + + return true; + } + } + + class ScreenSpaceAmbientOcclusionPersistentResourcesStripper : IRenderPipelineGraphicsSettingsStripper + { + public bool active => URPBuildData.instance.buildingPlayerForUniversalRenderPipeline; + + public bool CanRemoveSettings(ScreenSpaceAmbientOcclusionPersistentResources resources) + { + if (GraphicsSettings.TryGetRenderPipelineSettings(out var urpShaderStrippingSettings) && !urpShaderStrippingSettings.stripUnusedVariants) + return false; + + foreach (var urpAssetForBuild in URPBuildData.instance.renderPipelineAssets) + { + foreach (var rendererData in urpAssetForBuild.m_RendererDataList) + { + if (rendererData is not UniversalRendererData) + continue; + + foreach (var rendererFeature in rendererData.rendererFeatures) + { + if (rendererFeature is ScreenSpaceAmbientOcclusion { isActive: true }) + return false; + } + } + } + + return true; + } + } +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Editor/BuildProcessors/GraphicsSettingsStrippers/ScreenSpaceAmbientOcclusionStripper.cs.meta b/Packages/com.unity.render-pipelines.universal/Editor/BuildProcessors/GraphicsSettingsStrippers/ScreenSpaceAmbientOcclusionStripper.cs.meta new file mode 100644 index 00000000000..0017e52e48b --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Editor/BuildProcessors/GraphicsSettingsStrippers/ScreenSpaceAmbientOcclusionStripper.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: d1195c569e7940f897cc1c8677d24104 +timeCreated: 1738841463 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Editor/BuildProcessors/URPBuildDataValidator.cs b/Packages/com.unity.render-pipelines.universal/Editor/BuildProcessors/URPBuildDataValidator.cs index c5d0cf4a0cc..0e661c23705 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/BuildProcessors/URPBuildDataValidator.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/BuildProcessors/URPBuildDataValidator.cs @@ -22,6 +22,22 @@ private static void ValidateRenderPipelineAssetsAreAtLastVersion(List renderPipelineAssets) + { + bool supportsDynamicBatching = false; + foreach (var urpPipelineAsset in renderPipelineAssets) + { + if (urpPipelineAsset.supportsDynamicBatching) + { + supportsDynamicBatching = true; + break; + } + } + + PlayerSettings.SetDynamicBatchingForPlatform(EditorUserBuildSettings.activeBuildTarget, supportsDynamicBatching); + } + private static void ValidateRenderPipelineGlobalSettings(UniversalRenderPipelineGlobalSettings globalSettingsInstance, StringBuilder failures) { if (globalSettingsInstance == null) @@ -44,6 +60,7 @@ public static bool IsProjectValidForBuilding(BuildReport report, out string mess ValidateRenderPipelineAssetsAreAtLastVersion(URPBuildData.instance.renderPipelineAssets, failures); ValidateRenderPipelineGlobalSettings(UniversalRenderPipelineGlobalSettings.Ensure(), failures); + ValidateDynamicBatchingSettings(URPBuildData.instance.renderPipelineAssets); string allFailures = failures.ToString(); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/Converter/RenderPipelineConvertersEditor.cs b/Packages/com.unity.render-pipelines.universal/Editor/Converter/RenderPipelineConvertersEditor.cs index 566461cc826..e4be7b4dc0f 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/Converter/RenderPipelineConvertersEditor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/Converter/RenderPipelineConvertersEditor.cs @@ -545,7 +545,7 @@ void RecreateUI() Status status = (Status) property.FindPropertyRelative("status").enumValueIndex; string info = property.FindPropertyRelative("message").stringValue; - element.Q("converterItemActive").RegisterCallback((evt) => + element.Q("converterItemActive").TrackPropertyValue(property, _ => { UpdateSelectedConverterItems(id, child); DeselectAllNoneLabels(item); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalShaderGraphGUI.cs b/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalShaderGraphGUI.cs index 568946cb328..533cd4e0bbb 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalShaderGraphGUI.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/Decal/DecalShaderGraphGUI.cs @@ -114,7 +114,7 @@ private void DrawExposedProperties(Material material) materialEditor.SetDefaultGUIWidths(); for (var i = 0; i < properties.Length; i++) { - if ((properties[i].flags & (MaterialProperty.PropFlags.HideInInspector | MaterialProperty.PropFlags.PerRendererData)) != 0) + if ((properties[i].propertyFlags & (ShaderPropertyFlags.HideInInspector | ShaderPropertyFlags.PerRendererData)) != 0) continue; float h = materialEditor.GetPropertyHeight(properties[i], properties[i].displayName); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/PostProcessDataEditor.cs b/Packages/com.unity.render-pipelines.universal/Editor/PostProcessDataEditor.cs index 3dea7338e42..c837cbc51d2 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/PostProcessDataEditor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/PostProcessDataEditor.cs @@ -34,9 +34,7 @@ public override void OnInspectorGUI() if (GUILayout.Button("Reload All")) { var resources = target as PostProcessData; - resources.shaders = null; - resources.textures = null; - ResourceReloader.ReloadAllNullIn(target, UniversalRenderPipelineAsset.packagePath); + resources.Reset(); } } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/FullScreenPassRendererFeatureEditor.cs b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/FullScreenPassRendererFeatureEditor.cs index d8fccb87677..92691710b72 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/FullScreenPassRendererFeatureEditor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/FullScreenPassRendererFeatureEditor.cs @@ -1,85 +1,88 @@ using System.Collections.Generic; -using UnityEditor; -using UnityEditor.Rendering; using UnityEngine; +using UnityEngine.Rendering.Universal; -/// -/// Custom editor for FullScreenPassRendererFeature class responsible for drawing unavailable by default properties -/// such as custom drop down items and additional properties. -/// -[CustomEditor(typeof(FullScreenPassRendererFeature))] -public class FullScreenPassRendererFeatureEditor : Editor +namespace UnityEditor.Rendering.Universal { - private SerializedProperty m_InjectionPointProperty; - private SerializedProperty m_RequirementsProperty; - private SerializedProperty m_FetchColorBufferProperty; - private SerializedProperty m_BindDepthStencilAttachmentProperty; - private SerializedProperty m_PassMaterialProperty; - private SerializedProperty m_PassIndexProperty; - - private static readonly GUIContent k_InjectionPointGuiContent = new GUIContent("Injection Point", "Specifies where in the frame this pass will be injected."); - private static readonly GUIContent k_RequirementsGuiContent = new GUIContent("Requirements", "A mask of URP internal textures that will need to be generated and bound for sampling.\n\nNote that 'Color' here corresponds to '_CameraOpaqueTexture' so most of the time you will want to use the 'Fetch Color Buffer' option instead."); - private static readonly GUIContent k_FetchColorBufferGuiContent = new GUIContent("Fetch Color Buffer", "Enable this if the assigned material will need to sample the active color target. The active color will be bound to the '_BlitTexture' shader property for sampling. Note that this will introduce an internal color copy pass."); - private static readonly GUIContent k_BindDepthStencilAttachmentGuiContent = new GUIContent("Bind Depth-Stencil", "Enable this to bind the active camera's depth-stencil attachment to the framebuffer (only use this if depth-stencil ops are used by the assigned material as this could have a performance impact)."); - private static readonly GUIContent k_PassMaterialGuiContent = new GUIContent("Pass Material", "The material used to render the full screen pass."); - private static readonly GUIContent k_PassGuiContent = new GUIContent("Pass", "The name of the shader pass to use from the assigned material."); - - private void OnEnable() - { - m_InjectionPointProperty = serializedObject.FindProperty("injectionPoint"); - m_RequirementsProperty = serializedObject.FindProperty("requirements"); - m_FetchColorBufferProperty = serializedObject.FindProperty("fetchColorBuffer"); - m_BindDepthStencilAttachmentProperty = serializedObject.FindProperty("bindDepthStencilAttachment"); - m_PassMaterialProperty = serializedObject.FindProperty("passMaterial"); - m_PassIndexProperty = serializedObject.FindProperty("passIndex"); - } - /// - /// Implementation for a custom inspector + /// Custom editor for FullScreenPassRendererFeature class responsible for drawing unavailable by default properties + /// such as custom drop down items and additional properties. /// - public override void OnInspectorGUI() + [UnityEngine.Scripting.APIUpdating.MovedFrom("")] + [CustomEditor(typeof(FullScreenPassRendererFeature))] + public class FullScreenPassRendererFeatureEditor : Editor { - var currentFeature = target as FullScreenPassRendererFeature; + private SerializedProperty m_InjectionPointProperty; + private SerializedProperty m_RequirementsProperty; + private SerializedProperty m_FetchColorBufferProperty; + private SerializedProperty m_BindDepthStencilAttachmentProperty; + private SerializedProperty m_PassMaterialProperty; + private SerializedProperty m_PassIndexProperty; - if (currentFeature.passMaterial == null || currentFeature.passIndex >= currentFeature.passMaterial.passCount) - currentFeature.passIndex = 0; + private static readonly GUIContent k_InjectionPointGuiContent = new GUIContent("Injection Point", "Specifies where in the frame this pass will be injected."); + private static readonly GUIContent k_RequirementsGuiContent = new GUIContent("Requirements", "A mask of URP internal textures that will need to be generated and bound for sampling.\n\nNote that 'Color' here corresponds to '_CameraOpaqueTexture' so most of the time you will want to use the 'Fetch Color Buffer' option instead."); + private static readonly GUIContent k_FetchColorBufferGuiContent = new GUIContent("Fetch Color Buffer", "Enable this if the assigned material will need to sample the active color target. The active color will be bound to the '_BlitTexture' shader property for sampling. Note that this will introduce an internal color copy pass."); + private static readonly GUIContent k_BindDepthStencilAttachmentGuiContent = new GUIContent("Bind Depth-Stencil", "Enable this to bind the active camera's depth-stencil attachment to the framebuffer (only use this if depth-stencil ops are used by the assigned material as this could have a performance impact)."); + private static readonly GUIContent k_PassMaterialGuiContent = new GUIContent("Pass Material", "The material used to render the full screen pass."); + private static readonly GUIContent k_PassGuiContent = new GUIContent("Pass", "The name of the shader pass to use from the assigned material."); - EditorGUILayout.PropertyField(m_InjectionPointProperty, k_InjectionPointGuiContent); - EditorGUILayout.PropertyField(m_RequirementsProperty, k_RequirementsGuiContent); - EditorGUILayout.PropertyField(m_FetchColorBufferProperty, k_FetchColorBufferGuiContent); - EditorGUILayout.PropertyField(m_BindDepthStencilAttachmentProperty, k_BindDepthStencilAttachmentGuiContent); - EditorGUILayout.PropertyField(m_PassMaterialProperty, k_PassMaterialGuiContent); - - if (AdvancedProperties.BeginGroup()) + private void OnEnable() { - DrawMaterialPassProperty(currentFeature); + m_InjectionPointProperty = serializedObject.FindProperty("injectionPoint"); + m_RequirementsProperty = serializedObject.FindProperty("requirements"); + m_FetchColorBufferProperty = serializedObject.FindProperty("fetchColorBuffer"); + m_BindDepthStencilAttachmentProperty = serializedObject.FindProperty("bindDepthStencilAttachment"); + m_PassMaterialProperty = serializedObject.FindProperty("passMaterial"); + m_PassIndexProperty = serializedObject.FindProperty("passIndex"); } - AdvancedProperties.EndGroup(); - serializedObject.ApplyModifiedProperties(); - } + /// + /// Implementation for a custom inspector + /// + public override void OnInspectorGUI() + { + var currentFeature = target as FullScreenPassRendererFeature; - private void DrawMaterialPassProperty(FullScreenPassRendererFeature feature) - { - List selectablePasses; - bool isMaterialValid = feature.passMaterial != null; - selectablePasses = isMaterialValid ? GetPassIndexStringEntries(feature) : new List() {"No material"}; + if (currentFeature.passMaterial == null || currentFeature.passIndex >= currentFeature.passMaterial.passCount) + currentFeature.passIndex = 0; - // If material is invalid 0'th index is selected automatically, so it stays on "No material" entry - // It is invalid index, but FullScreenPassRendererFeature wont execute until material is valid - m_PassIndexProperty.intValue = EditorGUILayout.Popup(k_PassGuiContent, m_PassIndexProperty.intValue, selectablePasses.ToArray()); - } + EditorGUILayout.PropertyField(m_InjectionPointProperty, k_InjectionPointGuiContent); + EditorGUILayout.PropertyField(m_RequirementsProperty, k_RequirementsGuiContent); + EditorGUILayout.PropertyField(m_FetchColorBufferProperty, k_FetchColorBufferGuiContent); + EditorGUILayout.PropertyField(m_BindDepthStencilAttachmentProperty, k_BindDepthStencilAttachmentGuiContent); + EditorGUILayout.PropertyField(m_PassMaterialProperty, k_PassMaterialGuiContent); - private static List GetPassIndexStringEntries(FullScreenPassRendererFeature component) - { - List passIndexEntries = new List(); - for (int i = 0; i < component.passMaterial.passCount; ++i) + if (AdvancedProperties.BeginGroup()) + { + DrawMaterialPassProperty(currentFeature); + } + AdvancedProperties.EndGroup(); + + serializedObject.ApplyModifiedProperties(); + } + + private void DrawMaterialPassProperty(FullScreenPassRendererFeature feature) { - // "Name of a pass (index)" - "PassAlpha (1)" - string entry = $"{component.passMaterial.GetPassName(i)} ({i})"; - passIndexEntries.Add(entry); + List selectablePasses; + bool isMaterialValid = feature.passMaterial != null; + selectablePasses = isMaterialValid ? GetPassIndexStringEntries(feature) : new List() {"No material"}; + + // If material is invalid 0'th index is selected automatically, so it stays on "No material" entry + // It is invalid index, but FullScreenPassRendererFeature wont execute until material is valid + m_PassIndexProperty.intValue = EditorGUILayout.Popup(k_PassGuiContent, m_PassIndexProperty.intValue, selectablePasses.ToArray()); } - return passIndexEntries; + private static List GetPassIndexStringEntries(FullScreenPassRendererFeature component) + { + List passIndexEntries = new List(); + for (int i = 0; i < component.passMaterial.passCount; ++i) + { + // "Name of a pass (index)" - "PassAlpha (1)" + string entry = $"{component.passMaterial.GetPassName(i)} ({i})"; + passIndexEntries.Add(entry); + } + + return passIndexEntries; + } } } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessRendererFeature.cs.txt b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessRendererFeature.cs.txt index 7779aa5ce68..60a7ebe1f67 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessRendererFeature.cs.txt +++ b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessRendererFeature.cs.txt @@ -3,43 +3,31 @@ using UnityEngine.Rendering; using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering.Universal; -// This is the script template for creating a ScriptableRendererFeature meant for a post-processing effect -// -// To see how this feature is made to work with on a custom VolumeComponent observe the "AddRenderPasses" and "ExecuteMainPass" methods -// -// For a general guide on how to create custom ScriptableRendererFeatures see the following URP documentation page: -// https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/renderer-features/create-custom-renderer-feature.html +// Create a Scriptable Renderer Feature that implements a post-processing effect when the camera is inside a custom volume. +// For more information about creating scriptable renderer features, refer to https://docs.unity3d.com/Manual/urp/customizing-urp.html public sealed class #FEATURE_TYPE# : ScriptableRendererFeature { #region FEATURE_FIELDS - // * The material used to render the post-processing effect - // * The 'SerializeField' attribute makes sure that the private material reference we assign in the "Create" method - // while in the editor will be serialised and the referenced material will be included in the player build - // * To not clutter the renderer feature UI we're keeping this field hidden, but if you'd like to be able to change - // the material in the editor UI you could just make this field public and remove the current attributes + // Declare the material used to render the post-processing effect. + // Add a [SerializeField] attribute so Unity serializes the property and includes it in builds. [SerializeField] [HideInInspector] private Material m_Material; - // The user defined ScriptableRenderPass that is responsible for the actual rendering of the effect + // Declare the render pass that renders the effect. private CustomPostRenderPass m_FullScreenPass; #endregion #region FEATURE_METHODS + // Override the Create method. + // Unity calls this method when the Scriptable Renderer Feature loads for the first time, and when you change a property. public override void Create() { #if UNITY_EDITOR - // * This assigns a material asset reference while in the editor and the "[SerializeField]" attribute on the - // private `m_Material` field will make sure that the referenced material will be included in player builds - // * Alternatively, you could create a material from the shader at runtime e.g.: - // 'm_Material = new Material(m_Shader);' - // In this case for the shader referenced by 'm_Shader' to be included in builds you will have to either: - // 1) Assign 'm_Shader = Shader.Find("Shader Graphs/FullscreenInvertColors")' behind UNITY_EDITOR only and make sure 'm_Shader' is a "[SerializedField]" - // 2) Or add "Shader Graphs/FullscreenInvertColors" to the "Always Included Shaders List" under "ProjectSettings"-> "Graphics" -> "Shader Settings" - // and call 'm_Shader = Shader.Find("Shader Graphs/FullscreenInvertColors")' outside of the UNITY_EDITOR section + // Assign a material asset to m_Material in the Unity Editor. if (m_Material == null) m_Material = UnityEditor.AssetDatabase.LoadAssetAtPath("Packages/com.unity.render-pipelines.universal/Runtime/Materials/FullscreenInvertColors.mat"); #endif @@ -48,87 +36,63 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature m_FullScreenPass = new CustomPostRenderPass(name, m_Material); } - // Here you can inject one or multiple render passes in the renderer. - // This method is called when setting up the renderer once per-camera. + // Override the AddRenderPasses method to inject passes into the renderer. Unity calls AddRenderPasses once per camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { - // Skip rendering if m_Material or the pass instance are null for whatever reason + // Skip rendering if m_Material or the pass instance are null. if (m_Material == null || m_FullScreenPass == null) return; - // This check makes sure to not render the effect to reflection probes or preview cameras as post-processing is typically not desired there + // Skip rendering if the target is a Reflection Probe or a preview camera. if (renderingData.cameraData.cameraType == CameraType.Preview || renderingData.cameraData.cameraType == CameraType.Reflection) return; - // You can control the rendering of your feature using custom post-processing VolumeComponents - // - // E.g. when controlling rendering with a VolumeComponent you will typically want to skip rendering as an optimization when the component - // has settings which would make it imperceptible (e.g. the implementation of IsActive() might return false when some "intensity" value is 0). - // - // N.B. if your volume component type is actually defined in C# it is unlikely that VolumeManager would return a "null" instance of it as - // GlobalSettings should always contain an instance of all VolumeComponents in the project even if if they're not overriden in the scene + // Skip rendering if the camera is outside the custom volume. #VOLUME_TYPE# myVolume = VolumeManager.instance.stack?.GetComponent<#VOLUME_TYPE#>(); if (myVolume == null || !myVolume.IsActive()) return; - // Here you specify at which part of the frame the effect will execute - // - // When creating post-processing effects you will almost always want to use on of the following injection points: - // BeforeRenderingTransparents - in cases you want your effect to be visible behind transparent objects - // BeforeRenderingPostProcessing - in cases where your effect is supposed to run before the URP post-processing stack - // AfterRenderingPostProcessing - in cases where your effect is supposed to run after the URP post-processing stack, but before FXAA, upscaling or color grading + // Specify when the effect will execute during the frame. + // For a post-processing effect, the injection point is usually BeforeRenderingTransparents, BeforeRenderingPostProcessing, or AfterRenderingPostProcessing. + // For more information, refer to https://docs.unity3d.com/Manual/urp/customize/custom-pass-injection-points.html m_FullScreenPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing; - // You can specify if your effect needs scene depth, normals, motion vectors or a downscaled opaque color as input - // - // You specify them as a mask e.g. ScriptableRenderPassInput.Normals | ScriptableRenderPassInput.Motion and URP - // will either reuse these if they've been generated earlier in the frame or will add passes to generate them. - // - // The inputs will get bound as global shader texture properties and can be sampled in the shader using using the following: - // * Depth - use "SampleSceneDepth" after including "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" - // * Normal - use "SampleSceneNormals" after including "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl" - // * Opaque Scene Color - use "SampleSceneColor" after including "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl". - // Note that "OpaqueSceneColor" is a texture containing a possibly downscaled copy of the framebuffer from before rendering transparent objects which - // should not be your first choice when wanting to do a post-processing effect, for that this template will copy the active texture for sampling which is more expensive - // * Motion Vectors - you currently need to declare and sample the texture as follows: - // TEXTURE2D_X(_MotionVectorTexture); - // ... - // LOAD_TEXTURE2D_X_LOD(_MotionVectorTexture, pixelCoords, 0).xy - // - // N.B. when using the FullScreenPass Shader Graph target you should simply use the "URP Sample Buffer" node which will handle the above for you + // Specify that the effect doesn't need scene depth, normals, motion vectors, or the color texture as input. m_FullScreenPass.ConfigureInput(ScriptableRenderPassInput.None); + // Add the render pass to the renderer. renderer.EnqueuePass(m_FullScreenPass); } protected override void Dispose(bool disposing) { - // We dispose the pass we created to free the resources it might be holding onto + // Free the resources the render pass uses. m_FullScreenPass.Dispose(); } #endregion + // Create the custom render pass. private class CustomPostRenderPass : ScriptableRenderPass { #region PASS_FIELDS - // The material used to render the post-processing effect + // Declare the material used to render the post-processing effect. private Material m_Material; - // The handle to the temporary color copy texture (only used in the non-render graph path) + // Declare a texture to use as a temporary color copy. This texture is used only in the Compatibility Mode path. private RTHandle m_CopiedColor; - // The property block used to set additional properties for the material + // Declare a property block to set additional properties for the material. private static MaterialPropertyBlock s_SharedPropertyBlock = new MaterialPropertyBlock(); - // This constant is meant to showcase how to create a copy color pass that is needed for most post-processing effects + // Declare a property that enables or disables the render pass that samples the color texture. private static readonly bool kSampleActiveColor = true; - // This constant is meant to showcase how you can add dept-stencil support to your main pass + // Declare a property that adds or removes depth-stencil support. private static readonly bool kBindDepthStencilAttachment = false; - // Creating some shader properties in advance as this is slightly more efficient than referencing them by string + // Create shader properties in advance, which is more efficient than referencing them by string. private static readonly int kBlitTexturePropertyId = Shader.PropertyToID("_BlitTexture"); private static readonly int kBlitScaleBiasPropertyId = Shader.PropertyToID("_BlitScaleBias"); @@ -136,55 +100,55 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature public CustomPostRenderPass(string passName, Material material) { + // Add a profiling sampler. profilingSampler = new ProfilingSampler(passName); + + // Assign the material to the render pass. m_Material = material; - // * The 'requiresIntermediateTexture' field needs to be set to 'true' when a ScriptableRenderPass intends to sample - // the active color buffer - // * This will make sure that URP will not apply the optimization of rendering the entire frame to the write-only backbuffer, - // but will instead render to intermediate textures that can be sampled, which is typically needed for post-processing + // To make sure the render pass can sample the active color buffer, set URP to render to intermediate textures instead of directly to the backbuffer. requiresIntermediateTexture = kSampleActiveColor; } #region PASS_SHARED_RENDERING_CODE - // This method contains the shared rendering logic for doing the temporary color copy pass (used by both the non-render graph and render graph paths) + // Add a command to create the temporary color copy texture. + // This method is used in both the render graph system path and the Compatibility Mode path. private static void ExecuteCopyColorPass(RasterCommandBuffer cmd, RTHandle sourceTexture) { Blitter.BlitTexture(cmd, sourceTexture, new Vector4(1, 1, 0, 0), 0.0f, false); } - // This method contains the shared rendering logic for doing the main post-processing pass (used by both the non-render graph and render graph paths) + // Add commands to render the effect. + // This method is used in both the render graph system path and the Compatibility Mode path. private static void ExecuteMainPass(RasterCommandBuffer cmd, RTHandle sourceTexture, Material material) { + // Clear the material properties. s_SharedPropertyBlock.Clear(); if(sourceTexture != null) s_SharedPropertyBlock.SetTexture(kBlitTexturePropertyId, sourceTexture); - // This uniform needs to be set for user materials with shaders relying on core Blit.hlsl to work as expected + // Set the scale and bias so shaders that use Blit.hlsl work correctly. s_SharedPropertyBlock.SetVector(kBlitScaleBiasPropertyId, new Vector4(1, 1, 0, 0)); - // USING A CUSTOM VOLUME COMPONENT: - // - // To control the rendering of your effect using a custom VolumeComponent you can set the material's properties - // based on the blended values of your VolumeComponent by querying them with the core VolumeManager API e.g.: + // Set the material properties based on the blended values of the custom volume. + // For more information, refer to https://docs.unity3d.com/Manual/urp/post-processing/custom-post-processing-with-volume.html #VOLUME_TYPE# myVolume = VolumeManager.instance.stack?.GetComponent<#VOLUME_TYPE#>(); if (myVolume != null) s_SharedPropertyBlock.SetFloat("_Intensity", myVolume.intensity.value); + // Draw to the current render target. cmd.DrawProcedural(Matrix4x4.identity, material, 0, MeshTopology.Triangles, 3, 1, s_SharedPropertyBlock); } - // This method is used to get the descriptor used for creating the temporary color copy texture that will enable the main pass to sample the screen color + // Get the texture descriptor needed to create the temporary color copy texture. + // This method is used in both the render graph system path and the Compatibility Mode path. private static RenderTextureDescriptor GetCopyPassTextureDescriptor(RenderTextureDescriptor desc) { - // Unless 'desc.bindMS = true' for an MSAA texture a resolve pass will be inserted before it is bound for sampling. - // Since our main pass shader does not expect to sample an MSAA target we will leave 'bindMS = false'. - // If the camera target has MSAA enabled an MSAA resolve will still happen before our copy-color pass but - // with this change we will avoid an unnecessary MSAA resolve before our main pass. + // Avoid an unnecessary multisample anti-aliasing (MSAA) resolve before the main render pass. desc.msaaSamples = 1; - // This avoids copying the depth buffer tied to the current descriptor as the main pass in this example does not use it + // Avoid copying the depth buffer, as the main pass render in this example doesn't use depth. desc.depthBufferBits = (int)DepthBits.None; return desc; @@ -194,35 +158,36 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature #region PASS_NON_RENDER_GRAPH_PATH - // This method is called before executing the render pass (non-render graph path only). - // It can be used to configure render targets and their clear state. Also to create temporary render target textures. - // When empty this render pass will render to the active camera render target. - // You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear. - // The render pipeline will ensure target setup and clearing happens in a performant manner. - [System.Obsolete("This rendering path is for compatibility mode only (when Render Graph is disabled). Use Render Graph API instead.", false)] + // Override the OnCameraSetup method to configure render targets and their clear states, and create temporary render target textures. + // Unity calls this method before executing the render pass. + // This method is used only in the Compatibility Mode path. + // Use ConfigureTarget or ConfigureClear in this method. Don't use CommandBuffer.SetRenderTarget. + [System.Obsolete("This rendering path works in Compatibility Mode only, which is deprecated. Use the render graph API instead.", false)] public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { - // This ScriptableRenderPass manages its own RenderTarget. - // ResetTarget here so that ScriptableRenderer's active attachment can be invalidated when processing this ScriptableRenderPass. + // Reset the render target to default. ResetTarget(); - // This allocates our intermediate texture for the non-RG path and makes sure it's reallocated if some settings on the camera target change (e.g. resolution) + // Allocate a temporary texture, and reallocate it if there's a change to camera settings, for example resolution. if (kSampleActiveColor) RenderingUtils.ReAllocateHandleIfNeeded(ref m_CopiedColor, GetCopyPassTextureDescriptor(renderingData.cameraData.cameraTargetDescriptor), name: "_CustomPostPassCopyColor"); } - // Here you can implement the rendering logic (non-render graph path only). - // Use ScriptableRenderContext to issue drawing commands or execute command buffers - // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html - // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline. - [System.Obsolete("This rendering path is for compatibility mode only (when Render Graph is disabled). Use Render Graph API instead.", false)] + // Override the Execute method to implement the rendering logic. Use ScriptableRenderContext to issue drawing commands or execute command buffers. + // You don't need to call ScriptableRenderContext.Submit. + // This method is used only in the Compatibility Mode path. + [System.Obsolete("This rendering path works in Compatibility Mode only, which is deprecated. Use the render graph API instead.", false)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { + + // Get the camera data and command buffer. ref var cameraData = ref renderingData.cameraData; var cmd = CommandBufferPool.Get(); + // Add a profiling sampler. using (new ProfilingScope(cmd, profilingSampler)) { + // Create a command buffer to execute the render pass. RasterCommandBuffer rasterCmd = CommandBufferHelpers.GetRasterCommandBuffer(cmd); if (kSampleActiveColor) { @@ -230,25 +195,32 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature ExecuteCopyColorPass(rasterCmd, cameraData.renderer.cameraColorTargetHandle); } + // Set the render target based on the depth-stencil attachment. if(kBindDepthStencilAttachment) CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle, cameraData.renderer.cameraDepthTargetHandle); else CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle); + // Execute the main render pass. ExecuteMainPass(rasterCmd, kSampleActiveColor ? m_CopiedColor : null, m_Material); } + // Execute the command buffer. context.ExecuteCommandBuffer(cmd); cmd.Clear(); + // Release the command buffer. CommandBufferPool.Release(cmd); } - // Cleanup any allocated resources that were created during the execution of this render pass (non-render graph path only) + // Free the resources the camera uses. + // This method is used only in the Compatibility Mode path. public override void OnCameraCleanup(CommandBuffer cmd) { } + // Free the resources the texture uses. + // This method is used only in the Compatibility Mode path. public void Dispose() { m_CopiedColor?.Release(); @@ -258,13 +230,15 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature #region PASS_RENDER_GRAPH_PATH - // The custom copy color pass data that will be passed at render graph execution to the lambda we set with "SetRenderFunc" during render graph setup + // Declare the resource the copy render pass uses. + // This method is used only in the render graph system path. private class CopyPassData { public TextureHandle inputTexture; } - // The custom main pass data that will be passed at render graph execution to the lambda we set with "SetRenderFunc" during render graph setup + // Declare the resources the main render pass uses. + // This method is used only in the render graph system path. private class MainPassData { public Material material; @@ -281,26 +255,23 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature ExecuteMainPass(context.cmd, data.inputTexture.IsValid() ? data.inputTexture : null, data.material); } - // Here you can implement the rendering logic for the render graph path - // The implementation diverges from the non-rendergraph path because we don't need a copy here when sampling the active color. However, this means that every pixel needs to be written in your material, a partial write (eg using stencil) will not be visually correct and requires a copy first. + // Override the RecordRenderGraph method to implement the rendering logic. + // This method is used only in the render graph system path. public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { + + // Get the resources the pass uses. UniversalResourceData resourcesData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); - // Below is an example of a typical post-processing effect which samples from the current color - // Feel free modify/rename/add additional or remove the existing passes based on the needs of your custom post-processing effect - + // Sample from the current color texture. using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler)) { passData.material = m_Material; TextureHandle destination; - // GPU graphics pipelines don't allow to sample the texture bound as the active color target, ie the cameraColor cannot both be an input and the render target. - // Before, this required us to first copy the cameraColor to then blit back to it while sampling from the copy. Now that we have the ContextContainer, we can swap the cameraColor to - // another (temp) resource so that the next pass uses the temp resource. We don't need the copy anymore. However, this only works if you are writing to every - // pixel of the frame, a partial write will need the copy first to add to the existing content. See FullScreenPassRendererFeature.cs for an example. + // Copy cameraColor to a temporary texture, if the kSampleActiveColor property is set to true. if (kSampleActiveColor) { var cameraColorDesc = renderGraph.GetTextureDesc(resourcesData.cameraColor); @@ -310,7 +281,7 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature destination = renderGraph.CreateTexture(cameraColorDesc); passData.inputTexture = resourcesData.cameraColor; - //If you use framebuffer fetch in your material then you need to use builder.SetInputAttachment. If the pass can be merged then this will reduce GPU bandwidth usage / power consumption and improve GPU performance. + // If you use framebuffer fetch in your material, use builder.SetInputAttachment to reduce GPU bandwidth usage and power consumption. builder.UseTexture(passData.inputTexture, AccessFlags.Read); } else @@ -319,15 +290,19 @@ public sealed class #FEATURE_TYPE# : ScriptableRendererFeature passData.inputTexture = TextureHandle.nullHandle; } + + // Set the render graph to render to the temporary texture. builder.SetRenderAttachment(destination, 0, AccessFlags.Write); - // This branch is currently not taken, but if your pass needed the depth and/or stencil buffer to be bound this is how you would do it + // Bind the depth-stencil buffer. + // This is a demonstration. The code isn't used in the example. if (kBindDepthStencilAttachment) builder.SetRenderAttachmentDepth(resourcesData.activeDepthTexture, AccessFlags.Write); + // Set the render method. builder.SetRenderFunc((MainPassData data, RasterGraphContext context) => ExecuteMainPass(data, context)); - //Swap cameraColor to the new temp resource (destination) for the next pass + // Set cameraColor to the new temporary texture so the next render pass can use it. You don't need to blit to and from cameraColor if you use the render graph system. if (kSampleActiveColor) { resourcesData.cameraColor = destination; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessVolumeComponent.cs.txt b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessVolumeComponent.cs.txt index aefa570c1eb..5790c598ef2 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessVolumeComponent.cs.txt +++ b/Packages/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessVolumeComponent.cs.txt @@ -2,37 +2,35 @@ using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; -// This defines a custom VolumeComponent to be used with the Core VolumeFramework -// (see core API docs https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/index.html?subfolder=/api/UnityEngine.Rendering.VolumeComponent.html) -// (see URP docs https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/Volumes.html) -// -// After implementing this class you can: -// * Tweak the default values for this VolumeComponent in the URP GlobalSettings -// * Add overrides for this VolumeComponent to any local or global scene volume profiles -// (see URP docs https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/Volume-Profile.html) -// (see URP docs https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/VolumeOverrides.html) -// * Access the blended values of this VolumeComponent from your ScriptableRenderPasses or scripts using the VolumeManager API -// (see core API docs https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/index.html?subfolder=/api/UnityEngine.Rendering.VolumeManager.html) -// * Override the values for this volume per-camera by placing a VolumeProfile in a dedicated layer and setting the camera's "Volume Mask" to that layer -// -// Things to keep in mind: -// * Be careful when renaming, changing types or removing public fields to not break existing instances of this class (note that this class inherits from ScriptableObject so the same serialization rules apply) -// * The 'IPostProcessComponent' interface adds the 'IsActive()' method, which is currently not strictly necessary and is for your own convenience -// * It is recommended to only expose fields that are expected to change. Fields which are constant such as shaders, materials or LUT textures -// should likely be in AssetBundles or referenced by serialized fields of your custom ScriptableRendererFeatures on used renderers so they would not get stripped during builds +// Defines a custom Volume Override component that controls the intensity of the URP Post-processing effect on a Scriptable Renderer Feature. +// For more information about the VolumeComponent API, refer to https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.2/api/UnityEngine.Rendering.VolumeComponent.html + +// Add the Volume Override to the list of available Volume Override components in the Volume Profile. [VolumeComponentMenu("Post-processing Custom/#DISPLAY_NAME#")] + +// If the related Scriptable Renderer Feature doesn't exist, display a warning about adding it to the renderer. [VolumeRequiresRendererFeatures(typeof(#FEATURE_TYPE#))] + +// Make the Volume Override active in the Universal Render Pipeline. [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] + +// Create the Volume Override by inheriting from VolumeComponent public sealed class #VOLUME_TYPE# : VolumeComponent, IPostProcessComponent { + // Set the name of the volume component in the list in the Volume Profile. public #VOLUME_TYPE#() { displayName = "#DISPLAY_NAME#"; } + // Create a property to control the intesity of the effect, with a tooltip description. + // You can set the default value in the project-wide Graphics settings window. For more information, refer to https://docs.unity3d.com/Manual/urp/urp-global-settings.html + // You can override the value in a local or global volume. For more information, refer to https://docs.unity3d.com/Manual/urp/volumes-landing-page.html + // To access the value in a script, refer to the VolumeManager API: https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/index.html?subfolder=/api/UnityEngine.Rendering.VolumeManager.html [Tooltip("Enter the description for the property that is shown when hovered")] public ClampedFloatParameter intensity = new ClampedFloatParameter(1f, 0f, 1f); + // Optional: Implement the IsActive() method of the IPostProcessComponent interface, and get the intensity value. public bool IsActive() { return intensity.GetValue() > 0.0f; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs index 0a8912178c7..1c5eea9b97c 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderBuildPreprocessor.cs @@ -73,6 +73,7 @@ enum ShaderFeatures : long StencilLODCrossFade = (1L << 50), DeferredPlus = (1L << 51), ReflectionProbeAtlas = (1L << 52), + All = ~0 } [Flags] @@ -92,6 +93,7 @@ enum VolumeFeatures BloomLQDirt = (1 << 10), BloomHQ = (1 << 11), BloomHQDirt = (1 << 12), + All = ~0 } @@ -146,7 +148,7 @@ public static VolumeFeatures volumeFeatures { // This can happen for example when building AssetBundles. if (s_VolumeFeatures == VolumeFeatures.None) - GetSupportedFeaturesFromVolumes(); + GetSupportedFeaturesFromVolumes(ref s_VolumeFeatures); return s_VolumeFeatures; } @@ -201,7 +203,6 @@ internal struct RendererRequirements { public int msaaSampleCount; public bool isUniversalRenderer; - public bool needsUnusedVariants; public bool needsProcedural; public bool needsMainLightShadows; public bool needsAdditionalLightShadows; @@ -247,20 +248,24 @@ public void OnPostprocessBuild(BuildReport report) // settings for all URP Assets in the quality settings internal static void GatherShaderFeatures(bool isDevelopmentBuild) { + s_SupportedFeaturesList.Clear(); GetGlobalAndPlatformSettings(isDevelopmentBuild); - GetSupportedFeaturesFromVolumes(); - s_Strip2DPasses = true; - s_SupportedFeaturesList.Clear(); - using (ListPool.Get(out List urpAssets)) - { - bool buildingForURP = EditorUserBuildSettings.activeBuildTarget.TryGetRenderPipelineAssets(urpAssets); - if (buildingForURP) - { - // Get Supported features & update data used for Shader Prefiltering and Scriptable Stripping - GetSupportedShaderFeaturesFromAssets(ref urpAssets, ref s_SupportedFeaturesList, s_StripUnusedVariants); - } - } + // If stripping of unused volume features is disabled, the s_VolumeFeatures + // variable is set to include every keyword used by volumes shaders. + // Otherwise it tries to gather all the volume features used in the project. + if (s_StripUnusedPostProcessingVariants) + GetSupportedFeaturesFromVolumes(ref s_VolumeFeatures); + else + GetEveryVolumeFeatures(ref s_VolumeFeatures); + + // If stripping of unused shader variants is disabled, the s_SupportedFeaturesList + // list is set to include one item containing every keyword used by URP. + // Otherwise it tries to gather all the shader features used in the project. + if (s_StripUnusedVariants) + HandleEnabledShaderStripping(); + else + GetEveryShaderFeatureAndUpdateURPAssets(s_SupportedFeaturesList); } // Retrieves the global and platform settings used in the project... @@ -309,13 +314,18 @@ private static void GetGlobalAndPlatformSettings(bool isDevelopmentBuild) #endif } + internal static void GetEveryVolumeFeatures(ref VolumeFeatures volumeFeatures) + { + volumeFeatures = VolumeFeatures.All; + } + // Checks each Volume Profile Assets for used features... - private static void GetSupportedFeaturesFromVolumes() + private static void GetSupportedFeaturesFromVolumes(ref VolumeFeatures volumeFeatures) { if (!s_StripUnusedPostProcessingVariants) return; - s_VolumeFeatures = VolumeFeatures.Calculated; + volumeFeatures = VolumeFeatures.Calculated; string[] guids = AssetDatabase.FindAssets("t:VolumeProfile"); foreach (string guid in guids) { @@ -330,7 +340,7 @@ private static void GetSupportedFeaturesFromVolumes() continue; if (asset.Has()) - s_VolumeFeatures |= VolumeFeatures.LensDistortion; + volumeFeatures |= VolumeFeatures.LensDistortion; Bloom bloom; if (asset.TryGet(out bloom)) @@ -339,36 +349,92 @@ private static void GetSupportedFeaturesFromVolumes() if (bloom.highQualityFiltering.value) { if (bloom.dirtIntensity.value > 0f && bloom.dirtTexture.value != null) - s_VolumeFeatures |= VolumeFeatures.BloomHQDirt; + volumeFeatures |= VolumeFeatures.BloomHQDirt; else - s_VolumeFeatures |= VolumeFeatures.BloomHQ; + volumeFeatures |= VolumeFeatures.BloomHQ; } else { if (bloom.dirtIntensity.value > 0f && bloom.dirtTexture.value != null) - s_VolumeFeatures |= VolumeFeatures.BloomLQDirt; + volumeFeatures |= VolumeFeatures.BloomLQDirt; else - s_VolumeFeatures |= VolumeFeatures.BloomLQ; + volumeFeatures |= VolumeFeatures.BloomLQ; } } if (asset.Has()) - s_VolumeFeatures |= VolumeFeatures.ToneMapping; + volumeFeatures |= VolumeFeatures.ToneMapping; if (asset.Has()) - s_VolumeFeatures |= VolumeFeatures.FilmGrain; + volumeFeatures |= VolumeFeatures.FilmGrain; if (asset.Has()) - s_VolumeFeatures |= VolumeFeatures.DepthOfField; + volumeFeatures |= VolumeFeatures.DepthOfField; if (asset.Has()) - s_VolumeFeatures |= VolumeFeatures.CameraMotionBlur; + volumeFeatures |= VolumeFeatures.CameraMotionBlur; if (asset.Has()) - s_VolumeFeatures |= VolumeFeatures.PaniniProjection; + volumeFeatures |= VolumeFeatures.PaniniProjection; if (asset.Has()) - s_VolumeFeatures |= VolumeFeatures.ChromaticAberration; + volumeFeatures |= VolumeFeatures.ChromaticAberration; + } + } + + internal static void GetEveryShaderFeatureAndPrefilteringData(List rendererFeaturesList, ref ShaderPrefilteringData spd) + { + // Add one Shader Features item that includes every keyword used by URP Shaders + ShaderFeatures shaderFeatures = ShaderFeatures.All; + rendererFeaturesList.Add(shaderFeatures); + + // Shader Prefiltering + // Get prefiltering data that has every feature enabled + spd = ShaderPrefilteringData.GetDefault(); + } + + // Used when Strip Unused Variants is disabled in the Global Settings. + // One ShaderFeatures item, containing all the keywords used in URP, is added to the + // s_SupportedFeaturesList and then every URP asset is updated so it doesn't prefilter any keywords. + private static void GetEveryShaderFeatureAndUpdateURPAssets(List rendererFeaturesList) + { + ShaderPrefilteringData spd = new(); + GetEveryShaderFeatureAndPrefilteringData(rendererFeaturesList, ref spd); + + // Update each asset so it has every feature enabled + using (ListPool.Get(out List urpAssets)) + { + bool buildingForURP = EditorUserBuildSettings.activeBuildTarget.TryGetRenderPipelineAssets(urpAssets); + if (!buildingForURP) + return; + + for (int urpAssetIndex = 0; urpAssetIndex < urpAssets.Count; urpAssetIndex++) + { + UniversalRenderPipelineAsset urpAsset = urpAssets[urpAssetIndex]; + if (urpAsset == null) + continue; + + // Update the Prefiltering settings for this URP asset + urpAsset.UpdateShaderKeywordPrefiltering(ref spd); + + // Mark the asset dirty so it can be serialized once the build is finished + EditorUtility.SetDirty(urpAsset); + } + } + } + + // The path for gathering shader features for normal shader stripping + private static void HandleEnabledShaderStripping() + { + s_Strip2DPasses = true; + using (ListPool.Get(out List urpAssets)) + { + bool buildingForURP = EditorUserBuildSettings.activeBuildTarget.TryGetRenderPipelineAssets(urpAssets); + if (buildingForURP) + { + // Get Supported features & update data used for Shader Prefiltering and Scriptable Stripping + GetSupportedShaderFeaturesFromAssets(ref urpAssets, ref s_SupportedFeaturesList, s_StripUnusedVariants); + } } } // Checks each Universal Render Pipeline Asset for features used... - internal static void GetSupportedShaderFeaturesFromAssets(ref List urpAssets, ref List rendererFeaturesList, bool stripUnusedVariants) + private static void GetSupportedShaderFeaturesFromAssets(ref List urpAssets, ref List rendererFeaturesList, bool stripUnusedVariants) { List ssaoRendererFeatures = new List(16); for (int urpAssetIndex = 0; urpAssetIndex < urpAssets.Count; urpAssetIndex++) @@ -534,10 +600,12 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRenderers( ScriptableRendererData[] rendererDataArray = urpAsset.m_RendererDataList; for (int rendererIndex = 0; rendererIndex < rendererDataArray.Length; ++rendererIndex) { - // Get feature requirements from the renderer - ScriptableRenderer renderer = urpAsset.GetRenderer(rendererIndex); + if (rendererDataArray[rendererIndex] == null) + continue; + + // Get feature requirements from the renderer data ScriptableRendererData rendererData = rendererDataArray[rendererIndex]; - RendererRequirements rendererRequirements = GetRendererRequirements(ref urpAsset, ref renderer, ref rendererData, stripUnusedVariants); + RendererRequirements rendererRequirements = GetRendererRequirements(ref urpAsset, ref rendererData); // Get & add Supported features from renderers used for Scriptable Stripping and prefiltering. ShaderFeatures rendererShaderFeatures = GetSupportedShaderFeaturesFromRenderer(ref rendererRequirements, ref rendererData, ref ssaoRendererFeatures, ref containsForwardRenderer, urpAssetShaderFeatures); @@ -547,7 +615,7 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRenderers( everyRendererHasSSAO &= IsFeatureEnabled(rendererShaderFeatures, ShaderFeatures.ScreenSpaceOcclusion); // Check for completely removing 2D passes - s_Strip2DPasses &= renderer is not Renderer2D; + s_Strip2DPasses &= rendererData is not Renderer2DData; // Add the features from the renderer to the combined feature set for this URP Asset combinedURPAssetShaderFeatures |= rendererShaderFeatures; @@ -567,24 +635,22 @@ internal static bool NeedsProceduralKeyword(ref RendererRequirements rendererReq } - internal static RendererRequirements GetRendererRequirements(ref UniversalRenderPipelineAsset urpAsset, ref ScriptableRenderer renderer, ref ScriptableRendererData rendererData, bool stripUnusedVariants) + internal static RendererRequirements GetRendererRequirements(ref UniversalRenderPipelineAsset urpAsset, ref ScriptableRendererData rendererData) { - UniversalRenderer universalRenderer = renderer as UniversalRenderer; UniversalRendererData universalRendererData = rendererData as UniversalRendererData; RendererRequirements rsd = new(); - rsd.needsUnusedVariants = !stripUnusedVariants; - rsd.isUniversalRenderer = universalRendererData != null && universalRenderer != null; + rsd.isUniversalRenderer = universalRendererData != null; rsd.msaaSampleCount = urpAsset.msaaSampleCount; rsd.renderingMode = rsd.isUniversalRenderer ? universalRendererData.renderingMode : RenderingMode.Forward; rsd.needsMainLightShadows = urpAsset.supportsMainLightShadows && urpAsset.mainLightRenderingMode == LightRenderingMode.PerPixel; rsd.needsAdditionalLightShadows = urpAsset.supportsAdditionalLightShadows && (urpAsset.additionalLightsRenderingMode == LightRenderingMode.PerPixel || rsd.renderingMode == RenderingMode.ForwardPlus); rsd.needsSoftShadows = urpAsset.supportsSoftShadows && (rsd.needsMainLightShadows || rsd.needsAdditionalLightShadows); rsd.needsSoftShadowsQualityLevels = rsd.needsSoftShadows && s_UseSoftShadowQualityLevelKeywords; - rsd.needsShadowsOff = !renderer.stripShadowsOffVariants; - rsd.needsAdditionalLightsOff = s_KeepOffVariantForAdditionalLights || !renderer.stripAdditionalLightOffVariants; + rsd.needsShadowsOff = !rendererData.stripShadowsOffVariants; + rsd.needsAdditionalLightsOff = s_KeepOffVariantForAdditionalLights || !rendererData.stripAdditionalLightOffVariants; rsd.needsGBufferRenderingLayers = (rsd.isUniversalRenderer && rsd.needsDeferredLighting && urpAsset.useRenderingLayers); - rsd.needsGBufferAccurateNormals = (rsd.isUniversalRenderer && rsd.needsDeferredLighting && universalRenderer.accurateGbufferNormals); + rsd.needsGBufferAccurateNormals = (rsd.isUniversalRenderer && rsd.needsDeferredLighting && (universalRendererData.renderingMode == RenderingMode.Deferred || universalRendererData.renderingMode == RenderingMode.DeferredPlus) && universalRendererData.accurateGbufferNormals); rsd.needsRenderPass = (rsd.isUniversalRenderer && rsd.needsDeferredLighting); rsd.needsReflectionProbeBlending = urpAsset.reflectionProbeBlending; rsd.needsReflectionProbeBoxProjection = urpAsset.reflectionProbeBoxProjection; @@ -718,7 +784,7 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRendererFeatures(re continue; // We don't add disabled renderer features if "Strip Unused Variants" is enabled. - if (!rendererRequirements.needsUnusedVariants && !rendererFeature.isActive) + if (!rendererFeature.isActive) continue; // Rendering Layers... @@ -736,10 +802,8 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRendererFeatures(re ScreenSpaceShadows sssFeature = rendererFeature as ScreenSpaceShadows; if (sssFeature != null) { - // Add it if it's enabled or if unused variants should not be stripped... - if (sssFeature.isActive || rendererRequirements.needsUnusedVariants) - shaderFeatures |= ShaderFeatures.ScreenSpaceShadows; - + // The feature is active (Tested a few lines above) + shaderFeatures |= ShaderFeatures.ScreenSpaceShadows; continue; } @@ -751,21 +815,11 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRendererFeatures(re ScreenSpaceAmbientOcclusionSettings ssaoSettings = ssaoFeature.settings; ssaoRendererFeatures.Add(ssaoSettings); - // Keep _SCREEN_SPACE_OCCLUSION and the Off variant when stripping of unused variants is disabled - if (rendererRequirements.needsUnusedVariants) - { - shaderFeatures |= ShaderFeatures.ScreenSpaceOcclusion; - shaderFeatures |= ShaderFeatures.ScreenSpaceOcclusionAfterOpaque; - } - // The feature is active (Tested a few lines above) so check for AfterOpaque + if (ssaoSettings.AfterOpaque) + shaderFeatures |= ShaderFeatures.ScreenSpaceOcclusionAfterOpaque; else - { - if (ssaoSettings.AfterOpaque) - shaderFeatures |= ShaderFeatures.ScreenSpaceOcclusionAfterOpaque; - else - shaderFeatures |= ShaderFeatures.ScreenSpaceOcclusion; - } + shaderFeatures |= ShaderFeatures.ScreenSpaceOcclusion; // Otherwise the keyword will not be used continue; @@ -775,54 +829,32 @@ internal static ShaderFeatures GetSupportedShaderFeaturesFromRendererFeatures(re DecalRendererFeature decal = rendererFeature as DecalRendererFeature; if (decal != null && rendererRequirements.isUniversalRenderer) { - // Keep all Decals variants when stripping of unused variants is disabled - if (rendererRequirements.needsUnusedVariants) - { - shaderFeatures |= ShaderFeatures.DBufferMRT1; - shaderFeatures |= ShaderFeatures.DBufferMRT2; - shaderFeatures |= ShaderFeatures.DBufferMRT3; - shaderFeatures |= ShaderFeatures.DecalScreenSpace; - shaderFeatures |= ShaderFeatures.DecalNormalBlendLow; - shaderFeatures |= ShaderFeatures.DecalNormalBlendMedium; - shaderFeatures |= ShaderFeatures.DecalNormalBlendHigh; - shaderFeatures |= ShaderFeatures.DecalGBuffer; - shaderFeatures |= ShaderFeatures.DecalLayers; - } - else + DecalTechnique technique = decal.GetTechnique(rendererRequirements.needsDeferredLighting, rendererRequirements.needsGBufferAccurateNormals, false); + switch (technique) { - DecalTechnique technique = decal.GetTechnique(rendererRequirements.needsDeferredLighting, rendererRequirements.needsGBufferAccurateNormals, false); - switch (technique) - { - case DecalTechnique.DBuffer: - shaderFeatures |= GetFromDecalSurfaceData(decal.GetDBufferSettings().surfaceData); - break; - case DecalTechnique.ScreenSpace: - shaderFeatures |= GetFromNormalBlend(decal.GetScreenSpaceSettings().normalBlend); - shaderFeatures |= ShaderFeatures.DecalScreenSpace; - break; - case DecalTechnique.GBuffer: - shaderFeatures |= GetFromNormalBlend(decal.GetScreenSpaceSettings().normalBlend); - shaderFeatures |= ShaderFeatures.DecalGBuffer; - //data.shaderFeatures |= ShaderFeatures.DecalScreenSpace; // In case deferred is not supported it will fallback to forward - break; - } - - if (decal.requiresDecalLayers) - shaderFeatures |= ShaderFeatures.DecalLayers; + case DecalTechnique.DBuffer: + shaderFeatures |= GetFromDecalSurfaceData(decal.GetDBufferSettings().surfaceData); + break; + case DecalTechnique.ScreenSpace: + shaderFeatures |= GetFromNormalBlend(decal.GetScreenSpaceSettings().normalBlend); + shaderFeatures |= ShaderFeatures.DecalScreenSpace; + break; + case DecalTechnique.GBuffer: + shaderFeatures |= GetFromNormalBlend(decal.GetScreenSpaceSettings().normalBlend); + shaderFeatures |= ShaderFeatures.DecalGBuffer; + //data.shaderFeatures |= ShaderFeatures.DecalScreenSpace; // In case deferred is not supported it will fallback to forward + break; } + + if (decal.requiresDecalLayers) + shaderFeatures |= ShaderFeatures.DecalLayers; } } // If using rendering layers, enable the appropriate feature if (usesRenderingLayers) { - if (rendererRequirements.needsUnusedVariants) - { - shaderFeatures |= ShaderFeatures.GBufferWriteRenderingLayers; - shaderFeatures |= ShaderFeatures.OpaqueWriteRenderingLayers; - shaderFeatures |= ShaderFeatures.DepthNormalPassRenderingLayers; - } - else if (rendererRequirements.needsDeferredLighting) + if (rendererRequirements.needsDeferredLighting) { // Rendering layers in both Depth Normal and GBuffer passes are needed // as some object might be rendered in forward and others in deferred. diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadergraphSpriteGUI.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadergraphSpriteGUI.cs new file mode 100644 index 00000000000..0384ff111b0 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadergraphSpriteGUI.cs @@ -0,0 +1,30 @@ +using UnityEngine; + +namespace UnityEditor +{ + // Used for ShaderGraph Sprite shaders + class ShaderGraphSpriteGUI : BaseShaderGUI + { + protected override uint materialFilter => uint.MaxValue & ~(uint)Expandable.SurfaceOptions; + + MaterialProperty[] properties; + + // collect properties from the material properties + public override void FindProperties(MaterialProperty[] properties) + { + // save off the list of all properties for shadergraph + this.properties = properties; + + var material = materialEditor?.target as Material; + if (material == null) + return; + + base.FindProperties(properties); + } + + public override void DrawSurfaceInputs(Material material) + { + DrawShaderGraphProperties(material, properties); + } + } +} diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadergraphSpriteGUI.cs.meta b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadergraphSpriteGUI.cs.meta new file mode 100644 index 00000000000..c3a62bfa75e --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGUI/ShadergraphSpriteGUI.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 478c8ec8473e14f4597a729050dc56f3 \ No newline at end of file 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 10194f56e96..cdcbe5cb3c3 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 @@ -361,7 +361,7 @@ void Frag(PackedVaryings packedInput, fragmentOutput.color = half4(surfaceData.emissive + color, surfaceData.baseColor.a); #if defined(GBUFFER_FEATURE_SHADOWMASK) - output.shadowMask = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) + fragmentOutput.shadowMask = inputData.shadowMask; // will have unity_ProbesOcclusion value if subtractive lighting is used (baked) #endif #pragma warning (default : 3578) // Restore output value isn't completely initialized. diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl index 208630b28b3..0407e781017 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl @@ -188,7 +188,7 @@ Varyings BuildVaryings(Attributes input output.positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); output.positionCS = ApplyShadowClamping(output.positionCS); #elif (SHADERPASS == SHADERPASS_META) - output.positionCS = UnityMetaVertexPosition(input.positionOS, input.uv1, input.uv2, unity_LightmapST, unity_DynamicLightmapST); + output.positionCS = UnityMetaVertexPosition(input.positionOS, input.uv1.xy, input.uv2.xy, unity_LightmapST, unity_DynamicLightmapST); #else output.positionCS = TransformWorldToHClip(positionWS); #endif 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 b052da381f3..5093aac471e 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 @@ -1710,6 +1710,7 @@ static class CorePragmas { { Pragma.Target(ShaderModel.Target20) }, { Pragma.ExcludeRenderers(new[] { Platform.D3D9 }) }, + { Pragma.MultiCompileInstancing }, { Pragma.Vertex("vert") }, { Pragma.Fragment("frag") }, }; diff --git a/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs b/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs index ad7a0715be0..43eb10ecf4e 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/ShaderScriptableStripper.cs @@ -1178,28 +1178,31 @@ public bool CanRemoveVariant([DisallowNull] Shader shader, ShaderSnippetData pas }; // All feature sets need to have this variant unused to be stripped out. - bool removeInput = true; - for (var index = 0; index < ShaderBuildPreprocessor.supportedFeaturesList.Count; index++) + bool removeInput = strippingData.stripUnusedVariants; + if (removeInput) { - strippingData.shaderFeatures = ShaderBuildPreprocessor.supportedFeaturesList[index]; + for (var index = 0; index < ShaderBuildPreprocessor.supportedFeaturesList.Count; index++) + { + strippingData.shaderFeatures = ShaderBuildPreprocessor.supportedFeaturesList[index]; - if (StripUnusedShaders(ref strippingData)) - continue; + if (StripUnusedShaders(ref strippingData)) + continue; - if (StripUnusedPass(ref strippingData)) - continue; + if (StripUnusedPass(ref strippingData)) + continue; - if (StripInvalidVariants(ref strippingData)) - continue; + if (StripInvalidVariants(ref strippingData)) + continue; - if (StripUnsupportedVariants(ref strippingData)) - continue; + if (StripUnsupportedVariants(ref strippingData)) + continue; - if (StripUnusedFeatures(ref strippingData)) - continue; + if (StripUnusedFeatures(ref strippingData)) + continue; - removeInput = false; - break; + removeInput = false; + break; + } } // Check PostProcessing variants... diff --git a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineVolumeComponentEditor.cs b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineVolumeComponentEditor.cs index 6d37a439e32..5424d0b05bd 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineVolumeComponentEditor.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineVolumeComponentEditor.cs @@ -9,15 +9,39 @@ namespace UnityEditor.Rendering.Universal { /// - /// The default implementation for URP + /// The default implementation for the Universal Render Pipeline (URP). + /// This editor manages custom UI for volume components in the URP context. It handles rendering feature checks + /// and UI warnings for missing features needed by the volume component. /// + /// + /// This editor class is designed to work with volume components in Unity's URP. It extends the + /// to customize the inspector UI for volume components and add checks for required renderer features. + /// + /// When using this editor, ensure that the relevant renderer features for the volume are enabled in the active URP + /// renderer asset. If any required features are missing, a warning will be displayed with an option to open the + /// relevant renderer settings. + /// + /// + /// + /// + /// [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [CustomEditor(typeof(VolumeComponent), true)] public class UniversalRenderPipelineVolumeComponentEditor : VolumeComponentEditor { private VolumeRequiresRendererFeatures m_FeatureAttribute; - /// + /// + /// Initializes the editor. It caches the attribute from the target component. + /// + /// + /// The method caches the renderer features attribute for the volume component. This ensures + /// that UI elements relying on these features are updated efficiently. This method is called when the editor is first enabled. + /// + /// + /// The method is automatically called when the editor is initialized, making it suitable + /// for setting up references and caching. + /// public override void OnEnable() { base.OnEnable(); @@ -27,6 +51,16 @@ public override void OnEnable() m_FeatureAttribute = target.GetType().GetCustomAttribute(); } + /// + /// Retrieves the names of the missing renderer features as a formatted string. + /// + /// A set of objects representing the missing renderer features. + /// A formatted string containing the names of the missing feature types. + /// + /// This helper method generates a space-separated string of the feature types that need to be added to the active + /// URP renderer asset for the volume component to work correctly. The names of the missing feature types are + /// appended to the string for display in the warning message. + /// private string GetFeatureTypeNames(in HashSet types) { var typeNameString = new StringBuilder(); @@ -37,43 +71,57 @@ private string GetFeatureTypeNames(in HashSet types) return typeNameString.ToString(); } - /// + /// + /// Displays the UI for the volume component and checks for missing renderer features required by the volume. + /// + /// + /// This method draws the inspector UI for the volume component and checks whether the necessary renderer features + /// are enabled in the active URP asset. If any required features are missing, a warning box will be displayed. + /// The warning includes a button that opens the active renderer asset for quick modification. + /// + /// + /// The method is called before rendering the inspector GUI for the volume component, + /// ensuring that feature checks are performed and UI warnings are shown before displaying the inspector. + /// protected override void OnBeforeInspectorGUI() { - if(m_FeatureAttribute != null) + if (m_FeatureAttribute == null) + return; + + var rendererFeatures = (GraphicsSettings.currentRenderPipeline is UniversalRenderPipelineAsset urpAsset && urpAsset.scriptableRendererData != null) + ? urpAsset.scriptableRendererData.rendererFeatures + : null; + + using (HashSetPool.Get(out var missingFeatureTypes)) { - var rendererFeatures = (GraphicsSettings.currentRenderPipeline is UniversalRenderPipelineAsset urpAsset && urpAsset.scriptableRendererData != null) - ? urpAsset.scriptableRendererData.rendererFeatures - : null; + foreach (var elem in m_FeatureAttribute.TargetFeatureTypes) + missingFeatureTypes.Add(elem); - using (HashSetPool.Get(out var missingFeatureTypes)) + if (rendererFeatures != null) { - foreach (var elem in m_FeatureAttribute.TargetFeatureTypes) - missingFeatureTypes.Add(elem); - - if (rendererFeatures != null) + foreach (var feature in rendererFeatures) { - foreach (var feature in rendererFeatures) + var featureType = feature.GetType(); + if (missingFeatureTypes.Contains(featureType)) { - var featureType = feature.GetType(); - if (missingFeatureTypes.Contains(featureType)) - { - missingFeatureTypes.Remove(featureType); - if (missingFeatureTypes.Count == 0) - break; - } + missingFeatureTypes.Remove(featureType); + if (missingFeatureTypes.Count == 0) + break; } } + } - if (missingFeatureTypes.Count > 0) - { - CoreEditorUtils.DrawFixMeBox(string.Format("For this effect to work the {0}renderer feature(s) needs to be added and enabled on the active renderer asset", - GetFeatureTypeNames(in missingFeatureTypes)), MessageType.Warning, "Open", () => + if (missingFeatureTypes.Count > 0) + { + CoreEditorUtils.DrawFixMeBox( + $"For this effect to work, the following renderer feature(s) need to be added and enabled on the active renderer asset: {GetFeatureTypeNames(in missingFeatureTypes)}", + MessageType.Warning, + "Open", + () => { Selection.activeObject = UniversalRenderPipeline.asset.scriptableRendererData; GUIUtility.ExitGUI(); }); - } } } } diff --git a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template index e3e1bd9d905..5a52aa7f710 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template +++ b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/Shaders/VFXPasses.template @@ -54,6 +54,7 @@ ${VFXBegin:VFXPassGBufferAdditionalPragma} //#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" +#pragma multi_compile _ _CLUSTER_LIGHT_LOOP ${VFXEnd} ${VFXBegin:VFXUnlitDebugDisplay} diff --git a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/VFXDecalURPOutput.cs b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/VFXDecalURPOutput.cs index 994961e1596..3a7b81e493c 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/VFXDecalURPOutput.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/VFXGraph/VFXDecalURPOutput.cs @@ -172,7 +172,7 @@ public override IEnumerable additionalDefines if (affectMAOS && useOcclusionMap) yield return "AFFECT_AMBIENT_OCCLUSION"; - if (useEmissive /*TODO: add useEmissiveColor like in HDRP */ || useEmissiveMap) + if (useEmissiveColor || useEmissiveMap || (colorMode & ColorMode.Emissive) != 0) { yield return "AFFECT_EMISSIVE"; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs index fb7cca46bf5..f94e4451e46 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs @@ -484,11 +484,13 @@ internal Matrix4x4 GetMatrix() private void Awake() { -#if UNITY_EDITOR // Default target sorting layers to "All" if (m_ApplyToSortingLayers == null) - m_ApplyToSortingLayers = SortingLayer.layers.Select(x => x.id).ToArray(); -#endif + { + m_ApplyToSortingLayers = new int[SortingLayer.layers.Length]; + for (int i = 0; i < m_ApplyToSortingLayers.Length; ++i) + m_ApplyToSortingLayers[i] = SortingLayer.layers[i].id; + } } void OnEnable() diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Light2DManager.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Light2DManager.cs index 87e525cea2a..1fe354baf54 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Light2DManager.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Light2DManager.cs @@ -1,5 +1,4 @@ using System.Collections.Generic; -using System.Linq; namespace UnityEngine.Rendering.Universal { @@ -9,6 +8,20 @@ internal static class Light2DManager public static List lights { get; } = new List(); + internal static void Initialize() + { +#if UNITY_EDITOR + SortingLayer.onLayerChanged += OnSortingLayerChanged; +#endif + } + + internal static void Dispose() + { +#if UNITY_EDITOR + SortingLayer.onLayerChanged -= OnSortingLayerChanged; +#endif + } + // Called during OnEnable public static void RegisterLight(Light2D light) { @@ -108,5 +121,13 @@ public static SortingLayer[] GetCachedSortingLayer() return s_SortingLayers; } + +#if UNITY_EDITOR + internal static void OnSortingLayerChanged() + { + // Update sorting layers that were added or removed or changed order + s_SortingLayers = SortingLayer.layers; + } +#endif } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs index 05664a160a9..336c8278a57 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs @@ -1,7 +1,6 @@ using System; using System.Collections.Generic; using UnityEngine.Profiling; -using UnityEngine.Experimental.Rendering; namespace UnityEngine.Rendering.Universal { @@ -167,7 +166,6 @@ private int DrawLayerBatches( CommandBuffer cmd, ScriptableRenderContext context, ref RenderingData renderingData, - ref FilteringSettings filterSettings, ref DrawingSettings normalsDrawSettings, ref DrawingSettings drawSettings, ref RenderTextureDescriptor desc) @@ -206,7 +204,7 @@ private int DrawLayerBatches( if (layerBatch.useNormals) { - filterSettings.sortingLayerRange = layerBatch.layerRange; + LayerUtility.GetFilterSettings(m_Renderer2DData, ref layerBatch, out var filterSettings); var depthTarget = m_NeedsDepth ? depthAttachmentHandle : null; this.RenderNormals(context, renderingData, normalsDrawSettings, filterSettings, depthTarget, normalsFirstClear); normalsFirstClear = false; @@ -284,23 +282,18 @@ private int DrawLayerBatches( copyStoreAction = resolveDuringBatch == i && resolveIsAfterCopy ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.StoreAndResolve; else copyStoreAction = RenderBufferStoreAction.Store; - // If our camera sorting layer texture bound is inside our batch we need to break up the DrawRenderers into two batches - if (cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex < layerBatch.layerRange.upperBound && m_Renderer2DData.useCameraSortingLayerTexture) - { - filterSettings.sortingLayerRange = new SortingLayerRange(layerBatch.layerRange.lowerBound, cameraSortingLayerBoundsIndex); - Render(context, cmd, ref renderingData, ref filterSettings, drawSettings); - CopyCameraSortingLayerRenderTexture(context, renderingData, copyStoreAction); - filterSettings.sortingLayerRange = new SortingLayerRange((short)(cameraSortingLayerBoundsIndex + 1), layerBatch.layerRange.upperBound); - Render(context, cmd, ref renderingData, ref filterSettings, drawSettings); - } - else - { - filterSettings.sortingLayerRange = new SortingLayerRange(layerBatch.layerRange.lowerBound, layerBatch.layerRange.upperBound); - Render(context, cmd, ref renderingData, ref filterSettings, drawSettings); - if (cameraSortingLayerBoundsIndex == layerBatch.layerRange.upperBound && m_Renderer2DData.useCameraSortingLayerTexture) + LayerUtility.GetFilterSettings(m_Renderer2DData, ref layerBatch, out var filterSettings); + + Render(context, cmd, ref renderingData, ref filterSettings, drawSettings); + + if (m_Renderer2DData.useCameraSortingLayerTexture) + { + if (cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex <= layerBatch.layerRange.upperBound) + { CopyCameraSortingLayerRenderTexture(context, renderingData, copyStoreAction); + } } RendererLighting.DisableAllKeywords(CommandBufferHelpers.GetRasterCommandBuffer(cmd)); @@ -389,11 +382,11 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData ShadowRendering.CallOnBeforeRender(renderingData.cameraData.camera, m_Renderer2DData.lightCullResult); - var layerBatches = LayerUtility.CalculateBatches(m_Renderer2DData.lightCullResult, out var batchCount); + var layerBatches = LayerUtility.CalculateBatches(m_Renderer2DData, out var batchCount); var batchesDrawn = 0; for (var i = 0; i < batchCount; i += batchesDrawn) - batchesDrawn = DrawLayerBatches(layerBatches, batchCount, i, cmd, context, ref renderingData, ref filterSettings, ref normalsDrawSettings, ref combinedDrawSettings, ref desc); + batchesDrawn = DrawLayerBatches(layerBatches, batchCount, i, cmd, context, ref renderingData, ref normalsDrawSettings, ref combinedDrawSettings, ref desc); RendererLighting.DisableAllKeywords(CommandBufferHelpers.GetRasterCommandBuffer(cmd)); context.ExecuteCommandBuffer(cmd); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/LayerUtility.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/LayerUtility.cs index 42866e800dc..edee92d883a 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/LayerUtility.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/LayerUtility.cs @@ -103,13 +103,31 @@ private static bool CanBatchLightsInLayer(int layerIndex1, int layerIndex2, Sort return true; } - private static int FindUpperBoundInBatch(int startLayerIndex, SortingLayer[] sortingLayers, ILight2DCullResult lightCullResult) + private static bool CanBatchCameraSortingLayer(int startLayerIndex, SortingLayer[] sortingLayers, Renderer2DData rendererData) { + if (rendererData.useCameraSortingLayerTexture) + { + var cameraSortingLayerBoundsIndex = Render2DLightingPass.GetCameraSortingLayerBoundsIndex(rendererData); + return sortingLayers[startLayerIndex].value == cameraSortingLayerBoundsIndex; + } + + return false; + } + + private static int FindUpperBoundInBatch(int startLayerIndex, SortingLayer[] sortingLayers, Renderer2DData rendererData) + { + // break layer if camera sorting layer is active + if (CanBatchCameraSortingLayer(startLayerIndex, sortingLayers, rendererData)) + return startLayerIndex; + // start checking at the next layer for (var i = startLayerIndex + 1; i < sortingLayers.Length; i++) { - if (!CanBatchLightsInLayer(startLayerIndex, i, sortingLayers, lightCullResult)) + if (!CanBatchLightsInLayer(startLayerIndex, i, sortingLayers, rendererData.lightCullResult)) return i - 1; + + if (CanBatchCameraSortingLayer(i, sortingLayers, rendererData)) + return i; } return sortingLayers.Length - 1; } @@ -141,7 +159,7 @@ private static void InitializeBatchInfos(SortingLayer[] cachedSortingLayers) } } - public static LayerBatch[] CalculateBatches(ILight2DCullResult lightCullResult, out int batchCount) + public static LayerBatch[] CalculateBatches(Renderer2DData rendererData, out int batchCount) { var cachedSortingLayers = Light2DManager.GetCachedSortingLayer(); InitializeBatchInfos(cachedSortingLayers); @@ -152,10 +170,10 @@ public static LayerBatch[] CalculateBatches(ILight2DCullResult lightCullResult, { var layerToRender = cachedSortingLayers[i].id; ref var layerBatch = ref s_LayerBatches[batchCount++]; - var lightStats = lightCullResult.GetLightStatsByLayer(layerToRender, ref layerBatch); + var lightStats = rendererData.lightCullResult.GetLightStatsByLayer(layerToRender, ref layerBatch); // Find the highest layer that share the same set of lights and shadows as this layer. - var upperLayerInBatch = FindUpperBoundInBatch(i, cachedSortingLayers, lightCullResult); + var upperLayerInBatch = FindUpperBoundInBatch(i, cachedSortingLayers, rendererData); // Some renderers override their sorting layer value with short.MinValue or short.MaxValue. // When drawing the first sorting layer, we should include the range from short.MinValue to layerValue. @@ -195,19 +213,13 @@ public static LayerBatch[] CalculateBatches(ILight2DCullResult lightCullResult, return s_LayerBatches; } - public static void GetFilterSettings(Renderer2DData rendererData, ref LayerBatch layerBatch, short cameraSortingLayerBoundsIndex, out FilteringSettings filterSettings) + public static void GetFilterSettings(Renderer2DData rendererData, ref LayerBatch layerBatch, out FilteringSettings filterSettings) { filterSettings = FilteringSettings.defaultValue; filterSettings.renderQueueRange = RenderQueueRange.all; - filterSettings.layerMask = -1; + filterSettings.layerMask = rendererData.layerMask; filterSettings.renderingLayerMask = 0xFFFFFFFF; - - short upperBound = layerBatch.layerRange.upperBound; - - if (rendererData.useCameraSortingLayerTexture && cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex < layerBatch.layerRange.upperBound) - upperBound = cameraSortingLayerBoundsIndex; - - filterSettings.sortingLayerRange = new SortingLayerRange(layerBatch.layerRange.lowerBound, upperBound); + filterSettings.sortingLayerRange = layerBatch.layerRange; } static void SetupActiveBlendStyles() diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs index a20d6e74898..ef3abcb064b 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs @@ -6,12 +6,6 @@ namespace UnityEngine.Rendering.Universal { internal sealed partial class Renderer2D : ScriptableRenderer { - #if UNITY_SWITCH || UNITY_EMBEDDED_LINUX || UNITY_QNX || UNITY_ANDROID - const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D24_UNorm_S8_UInt; - #else - const GraphicsFormat k_DepthStencilFormat = GraphicsFormat.D32_SFloat_S8_UInt; - #endif - const int k_FinalBlitPassQueueOffset = 1; const int k_AfterFinalBlitPassQueueOffset = k_FinalBlitPassQueueOffset + 1; @@ -118,6 +112,8 @@ public Renderer2D(Renderer2DData data) : base(data) LensFlareCommonSRP.mergeNeeded = 0; LensFlareCommonSRP.maxLensFlareWithOcclusionTemporalSample = 1; LensFlareCommonSRP.Initialize(); + + Light2DManager.Initialize(); } protected override void Dispose(bool disposing) @@ -133,6 +129,7 @@ protected override void Dispose(bool disposing) m_FinalBlitPass?.Dispose(); m_DrawOffscreenUIPass?.Dispose(); m_DrawOverlayUIPass?.Dispose(); + Light2DManager.Dispose(); CoreUtils.Destroy(m_BlitMaterial); CoreUtils.Destroy(m_BlitHDRMaterial); @@ -230,7 +227,7 @@ void CreateRenderTextures( { var depthDescriptor = cameraTargetDescriptor; depthDescriptor.colorFormat = RenderTextureFormat.Depth; - depthDescriptor.depthStencilFormat = k_DepthStencilFormat; + depthDescriptor.depthStencilFormat = CoreUtils.GetDefaultDepthStencilFormat(); if (!cameraData.resolveFinalTarget && m_UseDepthStencilBuffer) depthDescriptor.bindMS = depthDescriptor.msaaSamples > 1 && !SystemInfo.supportsMultisampleAutoResolve && (SystemInfo.supportsMultisampledTextures != 0); RenderingUtils.ReAllocateHandleIfNeeded(ref m_DepthTextureHandle, depthDescriptor, FilterMode.Point, wrapMode: TextureWrapMode.Clamp, name: "_CameraDepthAttachment"); @@ -301,7 +298,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re RenderingUtils.ReAllocateHandleIfNeeded(ref DebugHandler.DebugScreenColorHandle, descriptor, name: "_DebugScreenColor"); RenderTextureDescriptor depthDesc = cameraData.cameraTargetDescriptor; - DebugHandler.ConfigureDepthDescriptorForDebugScreen(ref depthDesc, k_DepthStencilFormat, cameraData.pixelWidth, cameraData.pixelHeight); + DebugHandler.ConfigureDepthDescriptorForDebugScreen(ref depthDesc, CoreUtils.GetDefaultDepthStencilFormat(), cameraData.pixelWidth, cameraData.pixelHeight); RenderingUtils.ReAllocateHandleIfNeeded(ref DebugHandler.DebugScreenDepthHandle, depthDesc, name: "_DebugScreenDepth"); } @@ -389,7 +386,7 @@ 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, CoreUtils.GetDefaultDepthStencilFormat()); EnqueuePass(m_DrawOffscreenUIPass); } @@ -408,7 +405,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re // Don't resolve during post processing if there are passes after or pixel perfect camera is used bool pixelPerfectCameraEnabled = ppc != null && ppc.enabled; bool hasCaptureActions = cameraData.captureActions != null && lastCameraInStack; - bool resolvePostProcessingToCameraTarget = !hasCaptureActions && !hasPassesAfterPostProcessing && !requireFinalPostProcessPass && !pixelPerfectCameraEnabled; + bool resolvePostProcessingToCameraTarget = lastCameraInStack && !hasCaptureActions && !hasPassesAfterPostProcessing && !requireFinalPostProcessPass && !pixelPerfectCameraEnabled; if (hasPostProcess) { @@ -532,9 +529,14 @@ internal override void EnableSwapBufferMSAA(bool enable) m_ColorBufferSystem.EnableMSAA(enable); } + internal static bool IsGLESDevice() + { + return SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3; + } + internal static bool IsGLDevice() { - return SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore; + return IsGLESDevice() || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore; } internal static bool supportsMRT diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs index e561721c773..d3bc0b7af17 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2DData.cs @@ -25,6 +25,9 @@ internal enum Renderer2DDefaultMaterialType Custom } + [SerializeField] + LayerMask m_LayerMask = -1; + [SerializeField] TransparencySortMode m_TransparencySortMode = TransparencySortMode.Default; @@ -80,6 +83,7 @@ internal enum Renderer2DDefaultMaterialType internal bool useCameraSortingLayerTexture => m_UseCameraSortingLayersTexture; internal int cameraSortingLayerTextureBound => m_CameraSortingLayersTextureBound; internal Downsampling cameraSortingLayerDownsamplingMethod => m_CameraSortingLayerDownsamplingMethod; + internal LayerMask layerMask => m_LayerMask; /// /// Creates the instance of the Renderer2D. 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 7b12a3b4a76..c6a2b9b8d9d 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 @@ -11,7 +11,7 @@ internal class CopyCameraSortingLayerPass : ScriptableRenderPass private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler(k_CopyCameraSortingLayerPass); private static readonly ProfilingSampler m_ExecuteProfilingSampler = new ProfilingSampler("Copy"); internal static readonly string k_CameraSortingLayerTexture = "_CameraSortingLayerTexture"; - private static readonly int k_CameraSortingLayerTextureId = Shader.PropertyToID(k_CameraSortingLayerTexture); + internal static readonly int k_CameraSortingLayerTextureId = Shader.PropertyToID(k_CameraSortingLayerTexture); static Material m_BlitMaterial; public CopyCameraSortingLayerPass(Material blitMaterial) @@ -57,18 +57,19 @@ class PassData internal TextureHandle source; } - public void Render(RenderGraph graph, in TextureHandle cameraColorAttachment, in TextureHandle destination) + public void Render(RenderGraph graph, ContextContainer frameData) { + UniversalResourceData commonResourceData = frameData.Get(); + Universal2DResourceData universal2DResourceData = frameData.Get(); + using (var builder = graph.AddRasterRenderPass(k_CopyCameraSortingLayerPass, out var passData, m_ProfilingSampler)) { - passData.source = cameraColorAttachment; + passData.source = commonResourceData.activeColorTexture; - builder.SetRenderAttachment(destination, 0); + builder.SetRenderAttachment(universal2DResourceData.cameraSortingLayerTexture, 0); builder.UseTexture(passData.source); builder.AllowPassCulling(false); - builder.SetGlobalTextureAfterPass(destination, k_CameraSortingLayerTextureId); - builder.SetRenderFunc((PassData data, RasterGraphContext context) => { Execute(context.cmd, data.source); 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 ea049b77c04..06bbea1f30e 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 @@ -140,7 +140,7 @@ internal static void ExecuteUnsafe(UnsafeCommandBuffer cmd, PassData passData, r cmd.BeginSample(blendOpName); if (!Renderer2D.supportsMRT && !passData.isVolumetric) - cmd.SetRenderTarget(passData.lightTextures[i], passData.depthTexture); + cmd.SetRenderTarget(passData.lightTextures[i]); var indicesIndex = Renderer2D.supportsMRT ? i : 0; if (!passData.isVolumetric) @@ -219,7 +219,6 @@ internal class PassData // TODO: Optimize and remove low level pass // For low level shadow and light pass internal TextureHandle[] lightTextures; - internal TextureHandle depthTexture; } public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData rendererData, ref LayerBatch layerBatch, int batchIndex, bool isVolumetric = false) @@ -238,13 +237,10 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData { intermediateTexture[0] = commonResourceData.activeColorTexture; passData.lightTextures = universal2DResourceData.lightTextures[batchIndex]; - passData.depthTexture = universal2DResourceData.intermediateDepth; for (var i = 0; i < passData.lightTextures.Length; i++) builder.UseTexture(passData.lightTextures[i], AccessFlags.Write); - builder.UseTexture(passData.depthTexture, AccessFlags.Write); - if (layerBatch.lightStats.useNormalMap) builder.UseTexture(universal2DResourceData.normalsTexture[batchIndex]); @@ -285,13 +281,10 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData { intermediateTexture[0] = commonResourceData.activeColorTexture; var lightTextures = !isVolumetric ? universal2DResourceData.lightTextures[batchIndex] : intermediateTexture; - var depthTexture = !isVolumetric ? universal2DResourceData.intermediateDepth : commonResourceData.activeDepthTexture; for (var i = 0; i < lightTextures.Length; i++) builder.SetRenderAttachment(lightTextures[i], i); - builder.SetRenderAttachmentDepth(depthTexture); - if (layerBatch.lightStats.useNormalMap) builder.UseTexture(universal2DResourceData.normalsTexture[batchIndex]); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs index c66e7e2098b..49a99b14a19 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs @@ -1,6 +1,6 @@ using System; -using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; +using CommonResourceData = UnityEngine.Rendering.Universal.UniversalResourceData; namespace UnityEngine.Rendering.Universal { @@ -30,6 +30,7 @@ private static void Execute(RasterCommandBuffer cmd, PassData passData) public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData rendererData, ref LayerBatch layerBatch, int batchIndex) { Universal2DResourceData universal2DResourceData = frameData.Get(); + CommonResourceData commonResourceData = frameData.Get(); if (!layerBatch.useNormals) return; @@ -40,11 +41,7 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData using (var builder = graph.AddRasterRenderPass(k_NormalPass, out var passData, m_ProfilingSampler)) { - var filterSettings = FilteringSettings.defaultValue; - filterSettings.renderQueueRange = RenderQueueRange.all; - filterSettings.layerMask = -1; - filterSettings.renderingLayerMask = 0xFFFFFFFF; - filterSettings.sortingLayerRange = new SortingLayerRange(layerBatch.layerRange.lowerBound, layerBatch.layerRange.upperBound); + LayerUtility.GetFilterSettings(rendererData, ref layerBatch, out var filterSettings); var drawSettings = CreateDrawingSettings(k_NormalsRenderingPassName, renderingData, cameraData, lightData, SortingCriteria.CommonTransparent); var sortSettings = drawSettings.sortingSettings; @@ -54,7 +51,7 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData builder.AllowPassCulling(false); builder.SetRenderAttachment(universal2DResourceData.normalsTexture[batchIndex], 0); - builder.SetRenderAttachmentDepth(universal2DResourceData.intermediateDepth, AccessFlags.Write); + builder.SetRenderAttachmentDepth(commonResourceData.activeDepthTexture, AccessFlags.Write); var param = new RendererListParams(renderingData.cullResults, drawSettings, filterSettings); passData.rendererList = graph.CreateRendererList(param); 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 1e4c00e4dc1..1cac87e6610 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 @@ -194,7 +194,8 @@ void SetGlobalLightTextures(RenderGraph graph, IRasterRenderGraphBuilder builder } else if (rendererData.lightCullResult.IsSceneLit()) { - builder.SetGlobalTextureAfterPass(graph.defaultResources.blackTexture, Shader.PropertyToID(RendererLighting.k_ShapeLightTextureIDs[0])); + for (var i = 0; i < RendererLighting.k_ShapeLightTextureIDs.Length; i++) + builder.SetGlobalTextureAfterPass(graph.defaultResources.blackTexture, Shader.PropertyToID(RendererLighting.k_ShapeLightTextureIDs[i])); } } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/GlobalPropertiesPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/GlobalPropertiesPass.cs index 2b8b6b2bb8c..fb1e2c41f3d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/GlobalPropertiesPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/GlobalPropertiesPass.cs @@ -16,8 +16,10 @@ class PassData internal Vector2Int screenParams; } - internal static void Setup(RenderGraph graph, UniversalCameraData cameraData) + internal static void Setup(RenderGraph graph, ContextContainer frameData, Renderer2DData rendererData, UniversalCameraData cameraData) { + Universal2DResourceData universal2DResourceData = frameData.Get(); + using (var builder = graph.AddRasterRenderPass(k_SetGlobalProperties, out var passData, m_SetGlobalPropertiesProfilingSampler)) { // Set screenParams when pixel perfect camera is used with the reference resolution @@ -36,6 +38,9 @@ internal static void Setup(RenderGraph graph, UniversalCameraData cameraData) builder.SetGlobalTextureAfterPass(graph.defaultResources.whiteTexture, k_DefaultWhiteTextureID); #endif + if (rendererData.useCameraSortingLayerTexture) + builder.SetGlobalTextureAfterPass(universal2DResourceData.cameraSortingLayerTexture, CopyCameraSortingLayerPass.k_CameraSortingLayerTextureId); + builder.AllowPassCulling(false); builder.AllowGlobalStateModification(true); 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 ef441086035..cf3e82f558e 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 @@ -59,16 +59,28 @@ private RTHandle nextRenderGraphCameraColorHandle } } + private bool IsPixelPerfectCameraEnabled(UniversalCameraData cameraData) + { + cameraData.camera.TryGetComponent(out var ppc); + return ppc != null && ppc.enabled && ppc.cropFrame != PixelPerfectCamera.CropFrame.None; + } + ImportResourceSummary GetImportResourceSummary(RenderGraph renderGraph, UniversalCameraData cameraData) { ImportResourceSummary output = new ImportResourceSummary(); bool clearColor = cameraData.renderType == CameraRenderType.Base; bool clearDepth = cameraData.renderType == CameraRenderType.Base || cameraData.clearDepth; - bool clearBackbufferOnFirstUse = (cameraData.renderType == CameraRenderType.Base) && !m_CreateColorTexture; + + // Clear back buffer color if pixel perfect crop frame is used + // Non-base cameras the back buffer should never be cleared + bool ppcEnabled = IsPixelPerfectCameraEnabled(cameraData); + bool clearColorBackbufferOnFirstUse = (cameraData.renderType == CameraRenderType.Base) && (!m_CreateColorTexture || ppcEnabled); + bool clearDepthBackbufferOnFirstUse = (cameraData.renderType == CameraRenderType.Base) && !m_CreateColorTexture; // if the camera background type is "uninitialized" clear using a yellow color, so users can clearly understand the underlying behaviour Color cameraBackgroundColor = (cameraData.camera.clearFlags == CameraClearFlags.Nothing) ? Color.yellow : cameraData.backgroundColor; + Color backBufferBackgroundColor = ppcEnabled ? Color.black : cameraBackgroundColor; if (IsSceneFilteringEnabled(cameraData.camera)) { @@ -92,12 +104,12 @@ ImportResourceSummary GetImportResourceSummary(RenderGraph renderGraph, Universa output.cameraDepthParams.clearColor = cameraBackgroundColor; output.cameraDepthParams.discardOnLastUse = false; - output.backBufferColorParams.clearOnFirstUse = clearBackbufferOnFirstUse; - output.backBufferColorParams.clearColor = cameraBackgroundColor; + output.backBufferColorParams.clearOnFirstUse = clearColorBackbufferOnFirstUse; + output.backBufferColorParams.clearColor = backBufferBackgroundColor; output.backBufferColorParams.discardOnLastUse = false; - output.backBufferDepthParams.clearOnFirstUse = clearBackbufferOnFirstUse; - output.backBufferDepthParams.clearColor = cameraBackgroundColor; + output.backBufferDepthParams.clearOnFirstUse = clearDepthBackbufferOnFirstUse; + output.backBufferDepthParams.clearColor = backBufferBackgroundColor; output.backBufferDepthParams.discardOnLastUse = true; if (cameraData.targetTexture != null) @@ -131,7 +143,7 @@ ImportResourceSummary GetImportResourceSummary(RenderGraph renderGraph, Universa output.importInfo.height = Screen.height; output.importInfo.volumeDepth = 1; output.importInfo.msaaSamples = numSamples; - output.importInfo.format = UniversalRenderPipeline.MakeRenderTextureGraphicsFormat(cameraData.isHdrEnabled, cameraData.hdrColorBufferPrecision, Graphics.preserveFramebufferAlpha); + output.importInfo.format = cameraData.cameraTargetDescriptor.graphicsFormat; output.importInfoDepth = output.importInfo; output.importInfoDepth.format = SystemInfo.GetGraphicsFormat(DefaultFormat.DepthStencil); @@ -144,7 +156,7 @@ void InitializeLayerBatches() { Universal2DResourceData resourceData = frameData.Get(); - m_LayerBatches = LayerUtility.CalculateBatches(m_Renderer2DData.lightCullResult, out m_BatchCount); + m_LayerBatches = LayerUtility.CalculateBatches(m_Renderer2DData, out m_BatchCount); // Initialize textures dependent on batch size if (resourceData.normalsTexture.Length != m_BatchCount) @@ -225,77 +237,16 @@ void CreateResources(RenderGraph renderGraph) 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) - { - var depthDescriptor = new RenderTextureDescriptor(width, height); - depthDescriptor.colorFormat = RenderTextureFormat.Depth; - depthDescriptor.depthStencilFormat = k_DepthStencilFormat; - depthDescriptor.width = width; - depthDescriptor.height = height; + CreateCameraNormalsTextures(renderGraph, cameraTargetDescriptor); - universal2DResourceData.intermediateDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDescriptor, "DepthTexture", true); - } + CreateLightTextures(renderGraph, width, height); - // Normal and Light desc - { - var desc = new RenderTextureDescriptor(width, height); - desc.graphicsFormat = RendererLighting.GetRenderTextureFormat(); - desc.autoGenerateMips = false; - desc.depthStencilFormat = GraphicsFormat.None; + CreateShadowTextures(renderGraph, width, height); - for (int i = 0; i < universal2DResourceData.normalsTexture.Length; ++i) - universal2DResourceData.normalsTexture[i] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_NormalMap", true, RendererLighting.k_NormalClearColor); - - for (int i = 0; i < universal2DResourceData.lightTextures.Length; ++i) - { - for (var j = 0; j < m_LayerBatches[i].activeBlendStylesIndices.Length; ++j) - { - var index = m_LayerBatches[i].activeBlendStylesIndices[j]; - if (!Light2DManager.GetGlobalColor(m_LayerBatches[i].startLayerID, index, out var clearColor)) - clearColor = Color.black; - - universal2DResourceData.lightTextures[i][j] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, RendererLighting.k_ShapeLightTextureIDs[index], true, clearColor, FilterMode.Bilinear); - } - } - } - - // Shadow desc - { - var desc = new RenderTextureDescriptor(width, height); - desc.graphicsFormat = GraphicsFormat.B10G11R11_UFloatPack32; - desc.autoGenerateMips = false; - desc.depthStencilFormat = GraphicsFormat.None; - - for (int i = 0; i < universal2DResourceData.shadowTextures.Length; ++i) - { - for (var j = 0; j < m_LayerBatches[i].shadowIndices.Count; ++j) - { - universal2DResourceData.shadowTextures[i][j] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_ShadowTex", false, FilterMode.Bilinear); - } - } - } - - // Shadow depth desc - { - var desc = new RenderTextureDescriptor(width, height); - desc.graphicsFormat = GraphicsFormat.None; - desc.autoGenerateMips = false; - desc.depthStencilFormat = k_DepthStencilFormat; - - universal2DResourceData.shadowDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_ShadowDepth", false, FilterMode.Bilinear); - } - - // Camera Sorting Layer desc if (m_Renderer2DData.useCameraSortingLayerTexture) - { - var descriptor = cameraTargetDescriptor; - descriptor.msaaSamples = 1; - CopyCameraSortingLayerPass.ConfigureDescriptor(m_Renderer2DData.cameraSortingLayerDownsamplingMethod, ref descriptor, out var filterMode); - RenderingUtils.ReAllocateHandleIfNeeded(ref m_CameraSortingLayerHandle, descriptor, filterMode, TextureWrapMode.Clamp, name: CopyCameraSortingLayerPass.k_CameraSortingLayerTexture); - universal2DResourceData.cameraSortingLayerTexture = renderGraph.ImportTexture(m_CameraSortingLayerHandle); - } + CreateCameraSortingLayerTexture(renderGraph, cameraTargetDescriptor); - // now create the attachments + // Create the attachments if (cameraData.renderType == CameraRenderType.Base) // require intermediate textures { RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData); @@ -327,19 +278,21 @@ void CreateResources(RenderGraph renderGraph) var depthDescriptor = cameraData.cameraTargetDescriptor; depthDescriptor.useMipMap = false; depthDescriptor.autoGenerateMips = false; - depthDescriptor.bindMS = false; bool hasMSAA = depthDescriptor.msaaSamples > 1 && (SystemInfo.supportsMultisampledTextures != 0); bool resolveDepth = RenderingUtils.MultisampleDepthResolveSupported() && renderGraph.nativeRenderPassesEnabled; - if (m_CopyDepthPass != null) - m_CopyDepthPass.m_CopyResolvedDepth = resolveDepth; + depthDescriptor.bindMS = !resolveDepth && hasMSAA; - if (hasMSAA) - depthDescriptor.bindMS = !resolveDepth; + // binding MS surfaces is not supported by the GLES backend + if (IsGLESDevice()) + depthDescriptor.bindMS = false; + + if (m_CopyDepthPass != null) + m_CopyDepthPass.m_CopyResolvedDepth = !depthDescriptor.bindMS; depthDescriptor.graphicsFormat = GraphicsFormat.None; - depthDescriptor.depthStencilFormat = k_DepthStencilFormat; + depthDescriptor.depthStencilFormat = CoreUtils.GetDefaultDepthStencilFormat(); RenderingUtils.ReAllocateHandleIfNeeded(ref m_RenderGraphCameraDepthHandle, depthDescriptor, FilterMode.Point, TextureWrapMode.Clamp, name: "_CameraDepthAttachment"); commonResourceData.activeDepthID = ActiveID.Camera; @@ -406,6 +359,75 @@ void CreateResources(RenderGraph renderGraph) CreateCameraDepthCopyTexture(renderGraph, cameraTargetDescriptor); } + void CreateCameraNormalsTextures(RenderGraph renderGraph, RenderTextureDescriptor descriptor) + { + Universal2DResourceData resourceData = frameData.Get(); + + var desc = new RenderTextureDescriptor(descriptor.width, descriptor.height); + desc.graphicsFormat = RendererLighting.GetRenderTextureFormat(); + desc.autoGenerateMips = false; + desc.msaaSamples = descriptor.msaaSamples; + + for (int i = 0; i < resourceData.normalsTexture.Length; ++i) + resourceData.normalsTexture[i] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_NormalMap", true, RendererLighting.k_NormalClearColor); + + } + + void CreateLightTextures(RenderGraph renderGraph, int width, int height) + { + Universal2DResourceData resourceData = frameData.Get(); + + var desc = new RenderTextureDescriptor(width, height); + desc.graphicsFormat = RendererLighting.GetRenderTextureFormat(); + desc.autoGenerateMips = false; + + for (int i = 0; i < resourceData.lightTextures.Length; ++i) + { + for (var j = 0; j < m_LayerBatches[i].activeBlendStylesIndices.Length; ++j) + { + var index = m_LayerBatches[i].activeBlendStylesIndices[j]; + if (!Light2DManager.GetGlobalColor(m_LayerBatches[i].startLayerID, index, out var clearColor)) + clearColor = Color.black; + + resourceData.lightTextures[i][j] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, RendererLighting.k_ShapeLightTextureIDs[index], true, clearColor, FilterMode.Bilinear); + } + } + } + + void CreateShadowTextures(RenderGraph renderGraph, int width, int height) + { + Universal2DResourceData resourceData = frameData.Get(); + + var shadowDesc = new RenderTextureDescriptor(width, height); + shadowDesc.graphicsFormat = GraphicsFormat.B10G11R11_UFloatPack32; + shadowDesc.autoGenerateMips = false; + + for (int i = 0; i < resourceData.shadowTextures.Length; ++i) + { + for (var j = 0; j < m_LayerBatches[i].shadowIndices.Count; ++j) + { + resourceData.shadowTextures[i][j] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, shadowDesc, "_ShadowTex", false, FilterMode.Bilinear); + } + } + + var shadowDepthDesc = new RenderTextureDescriptor(width, height); + shadowDepthDesc.graphicsFormat = GraphicsFormat.None; + shadowDepthDesc.autoGenerateMips = false; + shadowDepthDesc.depthStencilFormat = CoreUtils.GetDefaultDepthStencilFormat(); + + resourceData.shadowDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, shadowDepthDesc, "_ShadowDepth", false, FilterMode.Bilinear); + } + + void CreateCameraSortingLayerTexture(RenderGraph renderGraph, RenderTextureDescriptor descriptor) + { + Universal2DResourceData resourceData = frameData.Get(); + + descriptor.msaaSamples = 1; + CopyCameraSortingLayerPass.ConfigureDescriptor(m_Renderer2DData.cameraSortingLayerDownsamplingMethod, ref descriptor, out var filterMode); + RenderingUtils.ReAllocateHandleIfNeeded(ref m_CameraSortingLayerHandle, descriptor, filterMode, TextureWrapMode.Clamp, name: CopyCameraSortingLayerPass.k_CameraSortingLayerTexture); + resourceData.cameraSortingLayerTexture = renderGraph.ImportTexture(m_CameraSortingLayerHandle); + } + bool RequiresDepthCopyPass(UniversalCameraData cameraData) { var renderPassInputs = GetRenderPassInputs(cameraData); @@ -521,7 +543,7 @@ private void OnMainRendering(RenderGraph renderGraph) var cameraSortingLayerBoundsIndex = Render2DLightingPass.GetCameraSortingLayerBoundsIndex(m_Renderer2DData); // Set Global Properties and Textures - GlobalPropertiesPass.Setup(renderGraph, cameraData); + GlobalPropertiesPass.Setup(renderGraph, frameData, m_Renderer2DData, cameraData); // Main render passes @@ -549,7 +571,7 @@ private void OnMainRendering(RenderGraph renderGraph) ref var layerBatch = ref m_LayerBatches[i]; - LayerUtility.GetFilterSettings(m_Renderer2DData, ref m_LayerBatches[i], cameraSortingLayerBoundsIndex, out var filterSettings); + LayerUtility.GetFilterSettings(m_Renderer2DData, ref m_LayerBatches[i], out var filterSettings); m_RendererPass.Render(renderGraph, frameData, m_Renderer2DData, ref m_LayerBatches, i, ref filterSettings); // Shadow Volumetric Pass @@ -561,17 +583,9 @@ private void OnMainRendering(RenderGraph renderGraph) // Camera Sorting Layer Pass if (m_Renderer2DData.useCameraSortingLayerTexture) { - // Split Render Pass if CameraSortingLayer is in the middle of a batch - if (cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex < layerBatch.layerRange.upperBound) - { - m_CopyCameraSortingLayerPass.Render(renderGraph, commonResourceData.activeColorTexture, universal2DResourceData.cameraSortingLayerTexture); - - filterSettings.sortingLayerRange = new SortingLayerRange((short)(cameraSortingLayerBoundsIndex + 1), layerBatch.layerRange.upperBound); - m_RendererPass.Render(renderGraph, frameData, m_Renderer2DData, ref m_LayerBatches, i, ref filterSettings); - } - else if (cameraSortingLayerBoundsIndex == layerBatch.layerRange.upperBound) + if (cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex <= layerBatch.layerRange.upperBound) { - m_CopyCameraSortingLayerPass.Render(renderGraph, commonResourceData.activeColorTexture, universal2DResourceData.cameraSortingLayerTexture); + m_CopyCameraSortingLayerPass.Render(renderGraph, frameData); } } } @@ -584,7 +598,7 @@ private void OnMainRendering(RenderGraph renderGraph) if (shouldRenderUI && outputToHDR) { TextureHandle overlayUI; - m_DrawOffscreenUIPass.RenderOffscreen(renderGraph, frameData, k_DepthStencilFormat, out overlayUI); + m_DrawOffscreenUIPass.RenderOffscreen(renderGraph, frameData, CoreUtils.GetDefaultDepthStencilFormat(), out overlayUI); commonResourceData.overlayUITexture = overlayUI; } } @@ -612,7 +626,7 @@ private void OnAfterRendering(RenderGraph renderGraph) commonResourceData.debugScreenColor = UniversalRenderer.CreateRenderGraphTexture(renderGraph, colorDesc, "_DebugScreenColor", false); RenderTextureDescriptor depthDesc = cameraData.cameraTargetDescriptor; - DebugHandler.ConfigureDepthDescriptorForDebugScreen(ref depthDesc, k_DepthStencilFormat, cameraData.pixelWidth, cameraData.pixelHeight); + DebugHandler.ConfigureDepthDescriptorForDebugScreen(ref depthDesc, CoreUtils.GetDefaultDepthStencilFormat(), cameraData.pixelWidth, cameraData.pixelHeight); commonResourceData.debugScreenDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, "_DebugScreenDepth", false); } @@ -620,8 +634,7 @@ private void OnAfterRendering(RenderGraph renderGraph) bool anyPostProcessing = postProcessingData.isEnabled && m_PostProcessPasses.isCreated; cameraData.camera.TryGetComponent(out var ppc); - bool isPixelPerfectCameraEnabled = ppc != null && ppc.enabled && ppc.cropFrame != PixelPerfectCamera.CropFrame.None; - bool requirePixelPerfectUpscale = isPixelPerfectCameraEnabled && ppc.requiresUpscalePass; + bool requirePixelPerfectUpscale = IsPixelPerfectCameraEnabled(cameraData) && ppc.requiresUpscalePass; // 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, diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs index 73f5622be63..6f106123cad 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -197,7 +197,7 @@ public ShadowCastingOptions castingOption /// /// If selfShadows is true, useRendererSilhoutte specifies that the renderer's sihouette should be considered part of the shadow. If selfShadows is false, useRendererSilhoutte specifies that the renderer's sihouette should be excluded from the shadow /// - [Obsolete("useRendererSilhoutte is deprecated. Use rendererSilhoutte instead")] + [Obsolete("useRendererSilhoutte is deprecated. Use selfShadows instead")] public bool useRendererSilhouette { set { m_UseRendererSilhouette = value; } @@ -405,7 +405,7 @@ private void Awake() protected void OnEnable() { if (m_ShadowShape2DProvider != null) - m_ShadowShape2DProvider.Enabled(m_ShadowShape2DComponent); + m_ShadowShape2DProvider.Enabled(m_ShadowShape2DComponent, m_ShadowMesh); m_ShadowCasterGroup = null; @@ -423,7 +423,7 @@ protected void OnDisable() ShadowCasterGroup2DManager.RemoveFromShadowCasterGroup(this, m_ShadowCasterGroup); if (m_ShadowShape2DProvider != null) - m_ShadowShape2DProvider.Disabled(m_ShadowShape2DComponent); + m_ShadowShape2DProvider.Disabled(m_ShadowShape2DComponent, m_ShadowMesh); #if UNITY_EDITOR SortingLayer.onLayerAdded -= OnSortingLayerAdded; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/Providers/ShadowShape2DProvider_SpriteRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/Providers/ShadowShape2DProvider_SpriteRenderer.cs index 1f4cb30ce92..0a95d24f37c 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/Providers/ShadowShape2DProvider_SpriteRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/Providers/ShadowShape2DProvider_SpriteRenderer.cs @@ -111,8 +111,7 @@ public override void OnPersistantDataCreated(Component sourceComponent, ShadowSh { SpriteRenderer spriteRenderer = (SpriteRenderer)sourceComponent; - m_PersistantShapeData = persistantShadowShape; - spriteRenderer.RegisterSpriteChangeCallback(UpdatePersistantShapeData); + m_PersistantShapeData = persistantShadowShape as ShadowMesh2D; if (spriteRenderer.sprite != null) { @@ -129,5 +128,19 @@ public override void OnBeforeRender(Component sourceComponent, Bounds worldCulli persistantShadowShape.SetFlip(spriteRenderer.flipX, spriteRenderer.flipY); TryToSetPersistantShapeData(spriteRenderer, persistantShadowShape, false); } + + public override void Enabled(Component sourceComponent, ShadowShape2D persistantShadowShape) + { + SpriteRenderer spriteRenderer = (SpriteRenderer)sourceComponent; + + m_PersistantShapeData = persistantShadowShape; + spriteRenderer.RegisterSpriteChangeCallback(UpdatePersistantShapeData); + } + + public override void Disabled(Component sourceComponent, ShadowShape2D persistantShadowShape) + { + SpriteRenderer spriteRenderer = (SpriteRenderer)sourceComponent; + spriteRenderer.UnregisterSpriteChangeCallback(UpdatePersistantShapeData); + } } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/Providers/ShadowShape2DProvider_SpriteShape.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/Providers/ShadowShape2DProvider_SpriteShape.cs index 94fb0b921e0..c9220148a3f 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/Providers/ShadowShape2DProvider_SpriteShape.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/Providers/ShadowShape2DProvider_SpriteShape.cs @@ -65,12 +65,12 @@ internal void UpdateShadows(SpriteShapeController spriteShapeController, ShadowS public override int Priority() { return 10; } // give higher than default menu priority - public override void Enabled(Component sourceComponent) + public override void Enabled(Component sourceComponent, ShadowShape2D persistantShadowShape) { ((SpriteShapeController)sourceComponent).ForceShadowShapeUpdate(true); } - public override void Disabled(Component sourceComponent) + public override void Disabled(Component sourceComponent, ShadowShape2D persistantShadowShape) { ((SpriteShapeController)sourceComponent).ForceShadowShapeUpdate(false); } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/ShadowShape2DProvider.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/ShadowShape2DProvider.cs index eb75f7f31a6..80b18e26f0d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/ShadowShape2DProvider.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowProvider/ShadowShape2DProvider.cs @@ -31,13 +31,15 @@ public abstract class ShadowShape2DProvider /// Called for the active ShadowShape2DProvider when the ShadowCaster2D becomes enabled /// /// The component associated with the provider - public virtual void Enabled(Component sourceComponent) {} + /// An instance of ShadowShape2D that is used by the ShadowCaster2D + public virtual void Enabled(Component sourceComponent, ShadowShape2D persistantShadowShape) {} /// /// Called for the active ShadowShape2DProvider when the ShadowCaster2D becomes disabled /// /// The component associated with the provider - public virtual void Disabled(Component sourceComponent) {} + /// An instance of ShadowShape2D that is used by the ShadowCaster2D + public virtual void Disabled(Component sourceComponent, ShadowShape2D persistantShadowShape) {} /// /// Called for each component on a ShadowCaster2D's GameObject. Returns true if the provided component is the data source of the ShadowShapeProvider. diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Data/PostProcessData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Data/PostProcessData.cs index c9a8be88342..c2346d4949f 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Data/PostProcessData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Data/PostProcessData.cs @@ -1,8 +1,12 @@ +using System; +using System.Diagnostics.CodeAnalysis; +using System.IO; + #if UNITY_EDITOR using UnityEditor; using UnityEditor.ProjectWindowCallback; +using System.Reflection; #endif -using System; namespace UnityEngine.Rendering.Universal { @@ -15,14 +19,13 @@ namespace UnityEngine.Rendering.Universal public class PostProcessData : ScriptableObject { #if UNITY_EDITOR - [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Performance", "CA1812")] + [SuppressMessage("Microsoft.Performance", "CA1812")] internal class CreatePostProcessDataAsset : EndNameEditAction { public override void Action(int instanceId, string pathName, string resourceFile) { var instance = CreateInstance(); AssetDatabase.CreateAsset(instance, pathName); - ResourceReloader.ReloadAllNullIn(instance, UniversalRenderPipelineAsset.packagePath); Selection.activeObject = instance; } } @@ -35,131 +38,207 @@ static void CreatePostProcessData() internal static PostProcessData GetDefaultPostProcessData() { - var path = System.IO.Path.Combine(UniversalRenderPipelineAsset.packagePath, "Runtime/Data/PostProcessData.asset"); + var path = Path.Combine(UniversalRenderPipelineAsset.packagePath, "Runtime/Data/PostProcessData.asset"); return AssetDatabase.LoadAssetAtPath(path); } + internal void Reset() + { + LoadResources(true); + } + + internal void Populate() + { + LoadResources(false); + } + + void LoadResources(bool reset) + { + if (GraphicsSettings.TryGetRenderPipelineSettings(out var defaultShaderResources)) + { + if (shaders == null || reset) + shaders = new ShaderResources(); + + shaders.Populate(defaultShaderResources); + } + + if (GraphicsSettings.TryGetRenderPipelineSettings(out var defaultTextureResources)) + { + if (textures == null || reset) + textures = new TextureResources(); + + textures.Populate(defaultTextureResources); + } + } + #endif /// /// Class containing shader resources used for Post Processing in URP. /// - [Serializable, ReloadGroup] - public sealed class ShaderResources + [Serializable] + [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] + [Categorization.CategoryInfo(Name = "R: Default PostProcess Shaders", Order = 1000)] + [Categorization.ElementInfo(Order = 0), HideInInspector] + public sealed class ShaderResources : IRenderPipelineResources { /// /// The StopNan Post Processing shader. /// - [Reload("Shaders/PostProcessing/StopNaN.shader")] + [ResourcePath("Shaders/PostProcessing/StopNaN.shader")] public Shader stopNanPS; /// /// The SubpixelMorphologicalAntiAliasing SMAA Post Processing shader. /// - [Reload("Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.shader")] + [ResourcePath("Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.shader")] public Shader subpixelMorphologicalAntialiasingPS; /// /// The Gaussian Depth Of Field Post Processing shader. /// - [Reload("Shaders/PostProcessing/GaussianDepthOfField.shader")] + [ResourcePath("Shaders/PostProcessing/GaussianDepthOfField.shader")] public Shader gaussianDepthOfFieldPS; /// /// The Bokeh Depth Of Field Post Processing shader. /// - [Reload("Shaders/PostProcessing/BokehDepthOfField.shader")] + [ResourcePath("Shaders/PostProcessing/BokehDepthOfField.shader")] public Shader bokehDepthOfFieldPS; /// /// The Motion Blur Post Processing shader. /// - [Reload("Shaders/PostProcessing/CameraMotionBlur.shader")] + [ResourcePath("Shaders/PostProcessing/CameraMotionBlur.shader")] public Shader cameraMotionBlurPS; /// /// The Panini Projection Post Processing shader. /// - [Reload("Shaders/PostProcessing/PaniniProjection.shader")] + [ResourcePath("Shaders/PostProcessing/PaniniProjection.shader")] public Shader paniniProjectionPS; /// /// The LUT Builder LDR Post Processing shader. /// - [Reload("Shaders/PostProcessing/LutBuilderLdr.shader")] + [ResourcePath("Shaders/PostProcessing/LutBuilderLdr.shader")] public Shader lutBuilderLdrPS; /// /// The LUT Builder HDR Post Processing shader. /// - [Reload("Shaders/PostProcessing/LutBuilderHdr.shader")] + [ResourcePath("Shaders/PostProcessing/LutBuilderHdr.shader")] public Shader lutBuilderHdrPS; /// /// The Bloom Post Processing shader. /// - [Reload("Shaders/PostProcessing/Bloom.shader")] + [ResourcePath("Shaders/PostProcessing/Bloom.shader")] public Shader bloomPS; /// /// The Temporal-antialiasing Post Processing shader. /// - [Reload("Shaders/PostProcessing/TemporalAA.shader")] + [ResourcePath("Shaders/PostProcessing/TemporalAA.shader")] public Shader temporalAntialiasingPS; /// /// The Lens Flare Post Processing shader. /// - [Reload("Shaders/PostProcessing/LensFlareDataDriven.shader")] + [ResourcePath("Shaders/PostProcessing/LensFlareDataDriven.shader")] public Shader LensFlareDataDrivenPS; /// /// The Lens Flare Screen Space shader. /// - [Reload("Shaders/PostProcessing/LensFlareScreenSpace.shader")] + [ResourcePath("Shaders/PostProcessing/LensFlareScreenSpace.shader")] public Shader LensFlareScreenSpacePS; /// /// The Scaling Setup Post Processing shader. /// - [Reload("Shaders/PostProcessing/ScalingSetup.shader")] + [ResourcePath("Shaders/PostProcessing/ScalingSetup.shader")] public Shader scalingSetupPS; /// /// The Edge Adaptive Spatial Upsampling shader. /// - [Reload("Shaders/PostProcessing/EdgeAdaptiveSpatialUpsampling.shader")] + [ResourcePath("Shaders/PostProcessing/EdgeAdaptiveSpatialUpsampling.shader")] public Shader easuPS; /// /// The Uber Post Processing shader. /// - [Reload("Shaders/PostProcessing/UberPost.shader")] + [ResourcePath("Shaders/PostProcessing/UberPost.shader")] public Shader uberPostPS; /// /// The Final Post Processing shader. /// - [Reload("Shaders/PostProcessing/FinalPost.shader")] + [ResourcePath("Shaders/PostProcessing/FinalPost.shader")] public Shader finalPostPassPS; + +#if UNITY_EDITOR + /// + /// Copies all fields and resources from a source object into this object. + /// + /// + /// This method is available only in the Unity Editor. It uses the method to copy non-null field values. Use this to synchronize resource objects during runtime in the Editor. + /// + /// + /// The source object to copy data from. This object must not be null. + /// + internal void Populate(ShaderResources source) + { + CoreUtils.PopulateNullFieldsFrom(source, this); + } +#endif + + // This name must be unique within the entire PostProcessData set, as PostProcessDataAnalytics retrieves it. + [SerializeField][HideInInspector] int m_ShaderResourcesVersion = 0; + + /// + /// Gets the current version of the resource container. + /// + /// + /// This version is used exclusively for upgrading a project to ensure compatibility with resources configured in earlier Unity versions. Updating this version is an internal process during asset upgrades. + /// + /// + /// The version number of the resource container. This value is incremented when the resource container changes. + /// + public int version => m_ShaderResourcesVersion; + + /// + /// Indicates whether the resource is available in a player build. + /// + /// + /// Always returns `false` because this resource is not designed to be included in player builds. + /// + /// + /// `false`, indicating that the resource is editor-only and unavailable in a player build. + /// + public bool isAvailableInPlayerBuild => false; } /// /// Class containing texture resources used for Post Processing in URP. /// - [Serializable, ReloadGroup] - public sealed class TextureResources + [Serializable] + [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] + [Categorization.CategoryInfo(Name = "R: Default PostProcess Textures", Order = 1000)] + [Categorization.ElementInfo(Order = 0), HideInInspector] + public sealed class TextureResources : IRenderPipelineResources { /// /// Pre-baked Blue noise textures. /// - [Reload("Textures/BlueNoise16/L/LDR_LLL1_{0}.png", 0, 32)] + [ResourceFormattedPaths("Textures/BlueNoise16/L/LDR_LLL1_{0}.png", 0, 32)] public Texture2D[] blueNoise16LTex; /// /// Film Grain textures. /// - [Reload(new[] + [ResourcePaths(new[] { "Textures/FilmGrain/Thin01.png", "Textures/FilmGrain/Thin02.png", @@ -177,14 +256,54 @@ public sealed class TextureResources /// /// SubpixelMorphologicalAntiAliasing SMAA area texture. /// - [Reload("Textures/SMAA/AreaTex.tga")] - public Texture2D smaaAreaTex; + [ResourcePath("Textures/SMAA/AreaTex.tga")] public Texture2D smaaAreaTex; /// /// SubpixelMorphologicalAntiAliasing SMAA search texture. /// - [Reload("Textures/SMAA/SearchTex.tga")] + [ResourcePath("Textures/SMAA/SearchTex.tga")] public Texture2D smaaSearchTex; + +#if UNITY_EDITOR + /// + /// Copies all fields and resources from a source object into this object. + /// + /// + /// This method is available only in the Unity Editor. It uses the method to copy non-null field values. Use this to synchronize resource objects during runtime in the Editor. + /// + /// + /// The source object to copy data from. This object must not be null. + /// + internal void Populate(TextureResources source) + { + CoreUtils.PopulateNullFieldsFrom(source, this); + } +#endif + + // This name must be unique within the entire PostProcessData set, as PostProcessDataAnalytics retrieves it. + [SerializeField][HideInInspector] int m_TexturesResourcesVersion = 0; + + /// + /// Gets the current version of the resource container. + /// + /// + /// This version is used exclusively for upgrading a project to ensure compatibility with resources configured in earlier Unity versions. Updating this version is an internal process during asset upgrades. + /// + /// + /// The version number of the resource container. This value is incremented when the resource container changes. + /// + public int version => m_TexturesResourcesVersion; + + /// + /// Indicates whether the resource is available in a player build. + /// + /// + /// Always returns `false` because this resource is not designed to be included in player builds. + /// + /// + /// `false`, indicating that the resource is editor-only and unavailable in a player build. + /// + public bool isAvailableInPlayerBuild => false; } /// @@ -197,4 +316,4 @@ public sealed class TextureResources /// public TextureResources textures; } -} +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.DefaultResources.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.DefaultResources.cs index efafc3c419b..68af2ba6540 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.DefaultResources.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.DefaultResources.cs @@ -135,49 +135,82 @@ public override Shader defaultShader } } -#if UNITY_EDITOR - - #region Autodesk + #region Terrain /// - /// Returns the Autodesk Interactive shader that this asset uses. + /// Returns the terrain detail lit shader that this asset uses. /// - /// Returns the Autodesk Interactive shader that this asset uses. - public override Shader autodeskInteractiveShader => defaultShaders?.autodeskInteractiveShader; + public override Shader terrainDetailLitShader + { + get + { + if (GraphicsSettings.TryGetRenderPipelineSettings( + out var shadersResources)) + { + return shadersResources.terrainDetailLitShader; + } + + return null; + } + } /// - /// Returns the Autodesk Interactive transparent shader that this asset uses. + /// Returns the terrain detail grass shader that this asset uses. /// - /// Returns the Autodesk Interactive transparent shader that this asset uses. - public override Shader autodeskInteractiveTransparentShader => defaultShaders?.autodeskInteractiveTransparentShader; + public override Shader terrainDetailGrassShader + { + get + { + if (GraphicsSettings.TryGetRenderPipelineSettings( + out var shadersResources)) + { + return shadersResources.terrainDetailGrassShader; + } + + return null; + } + } /// - /// Returns the Autodesk Interactive mask shader that this asset uses. + /// Returns the terrain detail grass billboard shader that this asset uses. /// - /// Returns the Autodesk Interactive mask shader that this asset uses - public override Shader autodeskInteractiveMaskedShader => defaultShaders?.autodeskInteractiveMaskedShader; + public override Shader terrainDetailGrassBillboardShader + { + get + { + if (GraphicsSettings.TryGetRenderPipelineSettings( + out var shadersResources)) + { + return shadersResources.terrainDetailGrassBillboardShader; + } + + return null; + } + } #endregion - #region Terrain +#if UNITY_EDITOR + + #region Autodesk /// - /// Returns the terrain detail lit shader that this asset uses. + /// Returns the Autodesk Interactive shader that this asset uses. /// - /// Returns the terrain detail lit shader that this asset uses. - public override Shader terrainDetailLitShader => defaultShaders?.terrainDetailLitShader; + /// Returns the Autodesk Interactive shader that this asset uses. + public override Shader autodeskInteractiveShader => defaultShaders?.autodeskInteractiveShader; /// - /// Returns the terrain detail grass shader that this asset uses. + /// Returns the Autodesk Interactive transparent shader that this asset uses. /// - /// Returns the terrain detail grass shader that this asset uses. - public override Shader terrainDetailGrassShader => defaultShaders?.terrainDetailGrassShader; + /// Returns the Autodesk Interactive transparent shader that this asset uses. + public override Shader autodeskInteractiveTransparentShader => defaultShaders?.autodeskInteractiveTransparentShader; /// - /// Returns the terrain detail grass billboard shader that this asset uses. + /// Returns the Autodesk Interactive mask shader that this asset uses. /// - /// Returns the terrain detail grass billboard shader that this asset uses. - public override Shader terrainDetailGrassBillboardShader => defaultShaders?.terrainDetailGrassBillboardShader; + /// Returns the Autodesk Interactive mask shader that this asset uses + public override Shader autodeskInteractiveMaskedShader => defaultShaders?.autodeskInteractiveMaskedShader; #endregion diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs index d822d1c2b1a..bf13747e05c 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAssetPrefiltering.cs @@ -32,6 +32,7 @@ internal enum PrefilteringModeAdditionalLights SelectVertexAndOff, // Selects Vertex & OFF variant SelectPixel, // Selects Pixel & Removes OFF variant SelectPixelAndOff, // Selects Pixel & OFF variant + SelectAll // Selects Vertex, Pixel & OFF variant } // Platform specific filtering overrides @@ -69,6 +70,7 @@ internal enum PrefilteringModeAdditionalLights [ShaderKeywordFilter.SelectIf(PrefilteringModeAdditionalLights.SelectVertexAndOff,keywordNames: new string[] {"", ShaderKeywordStrings.AdditionalLightsVertex})] [ShaderKeywordFilter.SelectIf(PrefilteringModeAdditionalLights.SelectPixel, keywordNames: ShaderKeywordStrings.AdditionalLightsPixel)] [ShaderKeywordFilter.SelectIf(PrefilteringModeAdditionalLights.SelectPixelAndOff, keywordNames: new string[] {"", ShaderKeywordStrings.AdditionalLightsPixel})] + [ShaderKeywordFilter.SelectIf(PrefilteringModeAdditionalLights.SelectAll, keywordNames: new string[] {"", ShaderKeywordStrings.AdditionalLightsVertex, ShaderKeywordStrings.AdditionalLightsPixel})] [SerializeField] private PrefilteringModeAdditionalLights m_PrefilteringModeAdditionalLight = PrefilteringModeAdditionalLights.SelectPixelAndOff; // Additional Lights Shadows @@ -225,6 +227,19 @@ internal struct ShaderPrefilteringData public bool stripSSAOSampleCountHigh; public bool stripBicubicLightmapSampling; + + public static ShaderPrefilteringData GetDefault() + { + return new ShaderPrefilteringData() + { + forwardPlusPrefilteringMode = PrefilteringMode.Select, + deferredPrefilteringMode = PrefilteringMode.Select, + mainLightShadowsPrefilteringMode = PrefilteringModeMainLightShadows.SelectAll, + additionalLightsPrefilteringMode = PrefilteringModeAdditionalLights.SelectAll, + additionalLightsShadowsPrefilteringMode = PrefilteringMode.Select, + screenSpaceOcclusionPrefilteringMode = PrefilteringMode.Select, + }; + } } /// diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs index d4fae4f833a..03a888db3ac 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsLighting.cs @@ -63,6 +63,7 @@ internal static class WidgetFactory } [DisplayInfo(name = "Lighting", order = 3)] + [URPHelpURL("features/rendering-debugger-reference", "lighting")] internal class SettingsPanel : DebugDisplaySettingsPanel { public SettingsPanel(DebugDisplaySettingsLighting data) 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 00174b5ad53..08cdaa7c5a3 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsMaterial.cs @@ -353,7 +353,6 @@ static class Strings 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." }; @@ -415,13 +414,20 @@ internal static class WidgetFactory isHiddenCallback = () => !panel.data.renderingLayersSelectedLight }; - internal static DebugUI.Widget CreateFilterRenderingLayerMasks (SettingsPanel panel) => new DebugUI.MaskField + internal static DebugUI.RenderingLayerField CreateFilterRenderingLayerMasks(SettingsPanel panel) { - nameAndTooltip = Strings.FilterRenderingLayerMask, - getter = () => panel.data.renderingLayerMask, - setter = value => panel.data.renderingLayerMask = value, - isHiddenCallback = () => panel.data.renderingLayersSelectedLight - }; + var renderingLayersField = new DebugUI.RenderingLayerField() + { + nameAndTooltip = Strings.FilterRenderingLayerMask, + getter = () => panel.data.renderingLayerMask, + setter = value => panel.data.renderingLayerMask = value, + getRenderingLayerColor = index => panel.data.debugRenderingLayersColors[index], + setRenderingLayerColor = (value, index) => panel.data.debugRenderingLayersColors[index] = value, + isHiddenCallback = () => panel.data.renderingLayersSelectedLight + }; + + return renderingLayersField; + } internal static DebugUI.Widget CreateAlbedoPreset(SettingsPanel panel) => new DebugUI.EnumField { @@ -494,38 +500,13 @@ internal static class WidgetFactory } [DisplayInfo(name = "Material", order = 2)] + [URPHelpURL("features/rendering-debugger-reference", "material")] internal class SettingsPanel : DebugDisplaySettingsPanel { public SettingsPanel(DebugDisplaySettingsMaterial data) : base(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", @@ -543,8 +524,7 @@ public SettingsPanel(DebugDisplaySettingsMaterial data) { WidgetFactory.CreateRenderingLayersSelectedLight(this), WidgetFactory.CreateSelectedLightShadowLayerMask(this), - filterRenderingLayerWidget, - layersColor, + WidgetFactory.CreateFilterRenderingLayerMasks(this), } }, WidgetFactory.CreateVertexAttribute(this) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs index fb020a2a065..b778dfcfa61 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Debug/DebugDisplaySettingsRendering.cs @@ -541,6 +541,7 @@ internal static DebugUI.Widget CreateMipMapDebugSettings(SettingsPanel panel) } [DisplayInfo(name = "Rendering", order = 1)] + [URPHelpURL("features/rendering-debugger-reference", "rendering")] internal class SettingsPanel : DebugDisplaySettingsPanel { public SettingsPanel(DebugDisplaySettingsRendering data) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DecalProjector.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DecalProjector.cs index 3e565d812c7..af9bb31aacb 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DecalProjector.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/DecalProjector.cs @@ -247,6 +247,16 @@ public float fadeFactor } private Material m_OldMaterial = null; + private float m_OldDrawDistance = 1000.0f; + private float m_OldFadeScale = 0.9f; + private float m_OldStartAngleFade = 180.0f; + private float m_OldEndAngleFade = 180.0f; + private Vector2 m_OldUVScale = new Vector2(1, 1); + private Vector2 m_OldUVBias = new Vector2(0, 0); + private DecalScaleMode m_OldScaleMode = DecalScaleMode.ScaleInvariant; + private Vector3 m_OldOffset = new Vector3(0, 0, 0.5f); + private Vector3 m_OldSize = new Vector3(1, 1, 1); + private float m_OldFadeFactor = 1.0f; /// A scale that should be used for rendering and handles. internal Vector3 effectiveScale => m_ScaleMode == DecalScaleMode.InheritFromHierarchy ? transform.lossyScale : Vector3.one; @@ -319,6 +329,36 @@ internal void OnValidate() } else onDecalPropertyChange?.Invoke(this); + + m_OldDrawDistance = m_DrawDistance; + m_OldFadeScale = m_FadeScale; + m_OldStartAngleFade = m_StartAngleFade; + m_OldEndAngleFade = m_EndAngleFade; + m_OldUVScale = m_UVScale; + m_OldUVBias = m_UVBias; + m_OldScaleMode = m_ScaleMode; + m_OldOffset = m_Offset; + m_OldSize = m_Size; + m_OldFadeFactor = m_FadeFactor; + } + + void OnDidApplyAnimationProperties() + { + // Needed to be able to update state properly for animated serialized-properties. + if (m_OldMaterial != m_Material || + Mathf.Abs(m_OldDrawDistance - m_DrawDistance) > Mathf.Epsilon || + Mathf.Abs(m_OldFadeScale - m_FadeScale) > Mathf.Epsilon || + Mathf.Abs(m_OldStartAngleFade - m_StartAngleFade) > Mathf.Epsilon || + Mathf.Abs(m_OldEndAngleFade - m_EndAngleFade) > Mathf.Epsilon || + m_OldUVScale != m_UVScale || + m_OldUVBias != m_UVBias || + m_OldScaleMode != m_ScaleMode || + m_OldOffset != m_Offset || + m_OldSize != m_Size || + Mathf.Abs(m_OldFadeFactor - m_FadeFactor) > Mathf.Epsilon) + { + OnValidate(); + } } /// diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs b/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs index 44144f605d0..c5cb7d4edd5 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/DeferredLights.cs @@ -347,9 +347,9 @@ internal void SetupLights(CommandBuffer cmd, UniversalCameraData cameraData, Vec else #endif { - // Support for dynamic resolution. - this.RenderWidth = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.widthScaleFactor * cameraTargetSizeCopy.x) : cameraTargetSizeCopy.x; - this.RenderHeight = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.heightScaleFactor * cameraTargetSizeCopy.y) : cameraTargetSizeCopy.y; + // Support for dynamic resolution. + this.RenderWidth = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.widthScaleFactor * cameraTargetSizeCopy.x) : cameraTargetSizeCopy.x; + this.RenderHeight = camera.allowDynamicResolution ? Mathf.CeilToInt(ScalableBufferManager.heightScaleFactor * cameraTargetSizeCopy.y) : cameraTargetSizeCopy.y; } if (!m_UseDeferredPlus) @@ -730,45 +730,51 @@ void SetupMainLightConstants(CommandBuffer cmd, UniversalLightData lightData) cmd.SetGlobalVector(ShaderConstants._MainLightColor, lightColor); } - void SetupMatrixConstants(RasterCommandBuffer cmd, UniversalCameraData cameraData) + internal Matrix4x4[] GetScreenToWorldMatrix(UniversalCameraData cameraData) { #if ENABLE_VR && ENABLE_XR_MODULE int eyeCount = cameraData.xr.enabled && cameraData.xr.singlePassEnabled ? 2 : 1; #else int eyeCount = 1; #endif + Matrix4x4[] screenToWorld = m_ScreenToWorld; // deferred shaders expects 2 elements - for (int eyeIndex = 0; eyeIndex < eyeCount; eyeIndex++) + // pixel coordinates to NDC coordinates. + Matrix4x4 screenToNDC = new Matrix4x4( + new Vector4(2.0f / (float)this.RenderWidth, 0.0f, 0.0f, 0.0f), + new Vector4(0.0f, 2.0f / (float)this.RenderHeight, 0.0f, 0.0f), + new Vector4(0.0f, 0.0f, 1.0f, 0.0f), + new Vector4(-1.0f, -1.0f, 0.0f, 1.0f) + ); + + if (DeferredConfig.IsOpenGL) { - Matrix4x4 proj = cameraData.GetProjectionMatrix(eyeIndex); - Matrix4x4 view = cameraData.GetViewMatrix(eyeIndex); - Matrix4x4 gpuProj = GL.GetGPUProjectionMatrix(proj, false); - - // xy coordinates in range [-1; 1] go to pixel coordinates. - Matrix4x4 toScreen = new Matrix4x4( - new Vector4(0.5f * this.RenderWidth, 0.0f, 0.0f, 0.0f), - new Vector4(0.0f, 0.5f * this.RenderHeight, 0.0f, 0.0f), - new Vector4(0.0f, 0.0f, 1.0f, 0.0f), - new Vector4(0.5f * this.RenderWidth, 0.5f * this.RenderHeight, 0.0f, 1.0f) + // We need to manunally adjust z in NDC space from [0; 1] (storage in depth texture) to [-1; 1]. + Matrix4x4 renormalizeZ = new Matrix4x4( + new Vector4(1.0f, 0.0f, 0.0f, 0.0f), + new Vector4(0.0f, 1.0f, 0.0f, 0.0f), + new Vector4(0.0f, 0.0f, 2.0f, 0.0f), + new Vector4(0.0f, 0.0f, -1.0f, 1.0f) ); - Matrix4x4 zScaleBias = Matrix4x4.identity; - if (DeferredConfig.IsOpenGL) - { - // We need to manunally adjust z in NDC space from [-1; 1] to [0; 1] (storage in depth texture). - zScaleBias = new Matrix4x4( - new Vector4(1.0f, 0.0f, 0.0f, 0.0f), - new Vector4(0.0f, 1.0f, 0.0f, 0.0f), - new Vector4(0.0f, 0.0f, 0.5f, 0.0f), - new Vector4(0.0f, 0.0f, 0.5f, 1.0f) - ); - } + screenToNDC = renormalizeZ * screenToNDC; + } - screenToWorld[eyeIndex] = Matrix4x4.Inverse(toScreen * zScaleBias * gpuProj * view); + for (int eyeIndex = 0; eyeIndex < eyeCount; eyeIndex++) + { + Matrix4x4 view = cameraData.GetViewMatrix(eyeIndex); + Matrix4x4 gpuProj = cameraData.GetGPUProjectionMatrix(false, eyeIndex); + + screenToWorld[eyeIndex] = Matrix4x4.Inverse(gpuProj * view) * screenToNDC; } - cmd.SetGlobalMatrixArray(ShaderConstants._ScreenToWorld, screenToWorld); + return screenToWorld; + } + + void SetupMatrixConstants(RasterCommandBuffer cmd, UniversalCameraData cameraData) + { + cmd.SetGlobalMatrixArray(ShaderConstants._ScreenToWorld, GetScreenToWorldMatrix(cameraData)); } void PrecomputeLights( diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs index 39923aad370..e6e5e141728 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ForwardLights.cs @@ -506,6 +506,8 @@ internal void Cleanup() m_TileMasksBuffer = null; m_ReflectionProbeManager.Dispose(); } + m_LightCookieManager?.Dispose(); + m_LightCookieManager = null; } void InitializeLightConstants(NativeArray lights, int lightIndex, bool supportsLightLayers, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightAttenuation, out Vector4 lightSpotDir, out Vector4 lightOcclusionProbeChannel, out uint lightLayerMask, out bool isSubtractive) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/Universal2DResourceData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/Universal2DResourceData.cs index b964a9b2e81..9d859c5dd94 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/Universal2DResourceData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/Universal2DResourceData.cs @@ -28,13 +28,6 @@ void CheckAndSetTextureHandle(ref TextureHandle[][] handle, TextureHandle[][] ne handle[i] = newHandle[i]; } - internal TextureHandle intermediateDepth - { - get => CheckAndGetTextureHandle(ref _intermediateDepth); - set => CheckAndSetTextureHandle(ref _intermediateDepth, value); - } - private TextureHandle _intermediateDepth; - internal TextureHandle[][] lightTextures { get => CheckAndGetTextureHandle(ref _lightTextures); @@ -80,7 +73,6 @@ internal TextureHandle cameraSortingLayerTexture /// public override void Reset() { - _intermediateDepth = TextureHandle.nullHandle; _shadowDepth = TextureHandle.nullHandle; _upscaleTexture = TextureHandle.nullHandle; _cameraSortingLayerTexture = TextureHandle.nullHandle; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalCameraData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalCameraData.cs index 6099d4b9d6c..036b59f5777 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalCameraData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalCameraData.cs @@ -44,6 +44,7 @@ internal void PushBuiltinShaderConstantsXR(RasterCommandBuffer cmd, bool renderI var projection0 = GetProjectionMatrix(); var view0 = GetViewMatrix(); cmd.SetViewProjectionMatrices(view0, projection0); + if (xr.singlePassEnabled) { var projection1 = GetProjectionMatrix(1); @@ -57,6 +58,26 @@ internal void PushBuiltinShaderConstantsXR(RasterCommandBuffer cmd, bool renderI // Update multipass worldSpace camera pos Vector3 worldSpaceCameraPos = Matrix4x4.Inverse(GetViewMatrix(0)).GetColumn(3); cmd.SetGlobalVector(ShaderPropertyId.worldSpaceCameraPos, worldSpaceCameraPos); + + //Multipass uses the same value as a normal render, and doesn't use the value set for stereo, + //which is why you need to set a value like unity_MatrixInvV. + //The values below should be the same as set in the SetCameraMatrices function in ScriptableRenderer.cs. + Matrix4x4 gpuProjectionMatrix = GetGPUProjectionMatrix(renderIntoTexture); // TODO: invProjection might NOT match the actual projection (invP*P==I) as the target flip logic has diverging paths. + Matrix4x4 inverseViewMatrix = Matrix4x4.Inverse(view0); + Matrix4x4 inverseProjectionMatrix = Matrix4x4.Inverse(gpuProjectionMatrix); + Matrix4x4 inverseViewProjection = inverseViewMatrix * inverseProjectionMatrix; + + // There's an inconsistency in handedness between unity_matrixV and unity_WorldToCamera + // Unity changes the handedness of unity_WorldToCamera (see Camera::CalculateMatrixShaderProps) + // we will also change it here to avoid breaking existing shaders. (case 1257518) + Matrix4x4 worldToCameraMatrix = Matrix4x4.Scale(new Vector3(1.0f, 1.0f, -1.0f)) * view0; + Matrix4x4 cameraToWorldMatrix = worldToCameraMatrix.inverse; + cmd.SetGlobalMatrix(ShaderPropertyId.worldToCameraMatrix, worldToCameraMatrix); + cmd.SetGlobalMatrix(ShaderPropertyId.cameraToWorldMatrix, cameraToWorldMatrix); + + cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewMatrix, inverseViewMatrix); + cmd.SetGlobalMatrix(ShaderPropertyId.inverseProjectionMatrix, inverseProjectionMatrix); + cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewAndProjectionMatrix, inverseViewProjection); } m_CachedRenderIntoTextureXR = renderIntoTexture; m_InitBuiltinXRConstants = true; 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 8f2b5f0861d..f6d65fff5ed 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs @@ -12,7 +12,6 @@ public partial class AdditionalLightsShadowCasterPass : ScriptableRenderPass { // Internal internal RTHandle m_AdditionalLightsShadowmapHandle; - internal static Vector4[] s_EmptyAdditionalLightIndexToShadowParams = null; // Private private int renderTargetWidth; @@ -34,39 +33,41 @@ public partial class AdditionalLightsShadowCasterPass : ScriptableRenderPass private short[] m_VisibleLightIndexToAdditionalLightIndex; // maps a "global" visible light index (index to lightData.visibleLights) to an "additional light index" (index to arrays _AdditionalLightsPosition, _AdditionalShadowParams, ...), or -1 if it is not an additional light (i.e if it is the main light) private short[] m_AdditionalLightIndexToVisibleLightIndex; // maps additional light index (index to arrays _AdditionalLightsPosition, _AdditionalShadowParams, ...) to its "global" visible light index (index to lightData.visibleLights) private Vector4[] m_AdditionalLightIndexToShadowParams; // per-additional-light shadow info passed to the lighting shader (x: shadowStrength, y: softShadows, z: light type, w: perLightFirstShadowSliceIndex) - private List m_GlobalShadowSliceIndexToPerLightShadowSliceIndex = new(); // For each shadow slice, store its "per-light shadow slice index" in the punctual light that casts it (can be up to 5 for point lights) - private List m_ShadowSliceToAdditionalLightIndex = new (); // For each shadow slice, store the "additional light indices" of the punctual light that casts it private Matrix4x4[] m_AdditionalLightShadowSliceIndexTo_WorldShadowMatrix; // per-shadow-slice info passed to the lighting shader private ShadowSliceData[] m_AdditionalLightsShadowSlices; - private Dictionary m_ShadowRequestsHashes = new(); // used to keep track of changes in the shadow requests and shadow atlas configuration (per camera) - private ProfilingSampler m_ProfilingSetupSampler = new ProfilingSampler("Setup Additional Shadows"); + private readonly List m_GlobalShadowSliceIndexToPerLightShadowSliceIndex = new(); // For each shadow slice, store its "per-light shadow slice index" in the punctual light that casts it (can be up to 5 for point lights) + private readonly List m_ShadowSliceToAdditionalLightIndex = new(); // For each shadow slice, store the "additional light indices" of the punctual light that casts it + private readonly Dictionary m_ShadowRequestsHashes = new(); // used to keep track of changes in the shadow requests and shadow atlas configuration (per camera) + private readonly ProfilingSampler m_ProfilingSetupSampler = new ("Setup Additional Shadows"); private RenderTextureDescriptor m_AdditionalLightShadowDescriptor; // Constants and Statics private const int k_ShadowmapBufferBits = 16; private const int k_EmptyShadowMapDimensions = 1; + // Magic numbers used to identify light type when rendering shadow receiver. + // Keep in sync with AdditionalLightRealtimeShadow code in com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl + private const float k_LightTypeIdentifierInShadowParams_Spot = 0; + private const float k_LightTypeIdentifierInShadowParams_Point = 1; private const string k_AdditionalLightShadowMapTextureName = "_AdditionalLightsShadowmapTexture"; private const string k_EmptyAdditionalLightShadowMapTextureName = "_EmptyAdditionalLightShadowmapTexture"; // x is used in RenderAdditionalShadowMapAtlas to skip shadow map rendering for non-shadow-casting lights. // w is perLightFirstShadowSliceIndex, used in Lighting shader to find if Additional light casts shadows. - readonly static Vector4 c_DefaultShadowParams = new Vector4(0, 0, 0, -1); - // Magic numbers used to identify light type when rendering shadow receiver. - // Keep in sync with AdditionalLightRealtimeShadow code in com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl - private const float LightTypeIdentifierInShadowParams_Spot = 0; - private const float LightTypeIdentifierInShadowParams_Point = 1; + private static readonly Vector4 c_DefaultShadowParams = new (0, 0, 0, -1); + private static Vector4 s_EmptyAdditionalShadowFadeParams; + private static Vector4[] s_EmptyAdditionalLightIndexToShadowParams; // Classes private static class AdditionalShadowsConstantBuffer { - public static int _AdditionalLightsWorldToShadow = Shader.PropertyToID("_AdditionalLightsWorldToShadow"); - public static int _AdditionalShadowParams = Shader.PropertyToID("_AdditionalShadowParams"); - public static int _AdditionalShadowOffset0 = Shader.PropertyToID("_AdditionalShadowOffset0"); - public static int _AdditionalShadowOffset1 = Shader.PropertyToID("_AdditionalShadowOffset1"); - public static int _AdditionalShadowFadeParams = Shader.PropertyToID("_AdditionalShadowFadeParams"); - public static int _AdditionalShadowmapSize = Shader.PropertyToID("_AdditionalShadowmapSize"); - public static int _AdditionalLightsShadowmapID = Shader.PropertyToID(k_AdditionalLightShadowMapTextureName); - public static int _AdditionalLightsWorldToShadow_SSBO = Shader.PropertyToID("_AdditionalLightsWorldToShadow_SSBO"); - public static int _AdditionalShadowParams_SSBO = Shader.PropertyToID("_AdditionalShadowParams_SSBO"); + public static readonly int _AdditionalLightsWorldToShadow = Shader.PropertyToID("_AdditionalLightsWorldToShadow"); + public static readonly int _AdditionalShadowParams = Shader.PropertyToID("_AdditionalShadowParams"); + public static readonly int _AdditionalShadowOffset0 = Shader.PropertyToID("_AdditionalShadowOffset0"); + public static readonly int _AdditionalShadowOffset1 = Shader.PropertyToID("_AdditionalShadowOffset1"); + public static readonly int _AdditionalShadowFadeParams = Shader.PropertyToID("_AdditionalShadowFadeParams"); + public static readonly int _AdditionalShadowmapSize = Shader.PropertyToID("_AdditionalShadowmapSize"); + public static readonly int _AdditionalLightsShadowmapID = Shader.PropertyToID(k_AdditionalLightShadowMapTextureName); + public static readonly int _AdditionalLightsWorldToShadow_SSBO = Shader.PropertyToID("_AdditionalLightsWorldToShadow_SSBO"); + public static readonly int _AdditionalShadowParams_SSBO = Shader.PropertyToID("_AdditionalShadowParams_SSBO"); } private class PassData @@ -78,11 +79,11 @@ private class PassData internal Matrix4x4 viewMatrix; internal Vector2Int allocatedShadowAtlasSize; internal TextureHandle shadowmapTexture; - internal RendererList[] shadowRendererLists = new RendererList[ShaderOptions.k_MaxVisibleLightCountDesktop]; - internal RendererListHandle[] shadowRendererListsHdl = new RendererListHandle[ShaderOptions.k_MaxVisibleLightCountDesktop]; internal UniversalLightData lightData; internal UniversalShadowData shadowData; internal AdditionalLightsShadowCasterPass pass; + internal readonly RendererList[] shadowRendererLists = new RendererList[ShaderOptions.k_MaxVisibleLightCountDesktop]; + internal readonly RendererListHandle[] shadowRendererListsHdl = new RendererListHandle[ShaderOptions.k_MaxVisibleLightCountDesktop]; } /// @@ -92,13 +93,13 @@ private class PassData /// public AdditionalLightsShadowCasterPass(RenderPassEvent evt) { - base.profilingSampler = new ProfilingSampler("Draw Additional Lights Shadowmap"); + profilingSampler = new ProfilingSampler("Draw Additional Lights Shadowmap"); renderPassEvent = evt; m_PassData = new PassData(); m_UseStructuredBuffer = RenderingUtils.useStructuredBuffer; - // Preallocated a fixed size. CommandBuffer.SetGlobal* does allow this data to grow. + // Pre-allocated a fixed size. CommandBuffer.SetGlobal* does allow this data to grow. int maxVisibleAdditionalLights = UniversalRenderPipeline.maxVisibleAdditionalLights; const int maxMainLights = 1; int maxVisibleLights = maxVisibleAdditionalLights + maxMainLights; @@ -162,7 +163,7 @@ internal static float GetPointLightShadowFrustumFovBiasInDegrees(int shadowSlice { // Commented-out code below uses the theoretical formula to compute the required guard angle based on the number of additional // texels that the projection should cover. It is close to HDRP's HDShadowUtils.CalcGuardAnglePerspective method. - // However, due to precision issues or other filterings performed at lighting for example, this formula also still requires a fudge factor. + // However, due to precision issues or other filtering performed at lighting for example, this formula also still requires a fudge factor. // Since we only handle a fixed number of resolutions, we use empirical values instead. #if false float fudgeFactor = 1.5f; @@ -292,6 +293,24 @@ private ulong ComputeShadowRequestHash(UniversalLightData lightData, UniversalSh return shadowRequestsHash; } + private float GetLightTypeIdentifierForShadowParams(LightType lightType) + { + switch (lightType) + { + case LightType.Spot: + return k_LightTypeIdentifierInShadowParams_Spot; + case LightType.Point: + return k_LightTypeIdentifierInShadowParams_Point; + default: + return -1; + } + } + + private bool UsesBakedShadows(Light light) + { + return light.bakingOutput.lightmapBakeType != LightmapBakeType.Realtime; + } + /// /// Sets up the pass. /// @@ -314,7 +333,7 @@ public bool Setup(ref RenderingData renderingData) /// Data containing camera settings. /// Data containing light settings. /// Data containing shadow settings. - /// Returns true if additonal shadows are enabled otherwise false. + /// Returns true if additional shadows are enabled otherwise false. public bool Setup(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData, UniversalShadowData shadowData) { using var profScope = new ProfilingScope(m_ProfilingSetupSampler); @@ -323,7 +342,7 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came return false; if (!shadowData.supportsAdditionalLightShadows) - return SetupForEmptyRendering(cameraData.renderer.stripShadowsOffVariants, shadowData); + return SetupForEmptyRendering(cameraData.renderer.stripShadowsOffVariants, lightData, shadowData); Clear(); @@ -339,8 +358,7 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came if (!cameraData.isPreviewCamera) { ulong newShadowRequestHash = ComputeShadowRequestHash(lightData, shadowData); - ulong oldShadowRequestHash = 0; - m_ShadowRequestsHashes.TryGetValue(cameraData.camera.GetHashCode(), out oldShadowRequestHash); + m_ShadowRequestsHashes.TryGetValue(cameraData.camera.GetHashCode(), out ulong oldShadowRequestHash); if (oldShadowRequestHash != newShadowRequestHash) { m_ShadowRequestsHashes[cameraData.camera.GetHashCode()] = newShadowRequestHash; @@ -420,14 +438,17 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came short additionalLightCount = 0; short validShadowCastingLightsCount = 0; bool supportsSoftShadows = shadowData.supportsSoftShadows; - bool isDeferred = ((UniversalRenderer)cameraData.renderer).renderingModeActual == RenderingMode.Deferred; + UniversalRenderer universalRenderer = (UniversalRenderer)cameraData.renderer; + bool isDeferred = universalRenderer.renderingModeActual == RenderingMode.Deferred; + bool shadowTransparentReceive = universalRenderer.shadowTransparentReceive; + bool hasForwardShadowPass = !isDeferred || shadowTransparentReceive; for (int visibleLightIndex = 0; visibleLightIndex < visibleLights.Length; ++visibleLightIndex) { // Skip main directional light as it is not packed into the shadow atlas if (visibleLightIndex == lightData.mainLightIndex) continue; - short lightIndexToUse = isDeferred ? validShadowCastingLightsCount : additionalLightCount++; + short lightIndexToUse = !hasForwardShadowPass ? validShadowCastingLightsCount : additionalLightCount++; // We need to always set these indices, even if the light is not shadow casting or doesn't fit in the shadow slices (UUM-46577) m_VisibleLightIndexToAdditionalLightIndex[visibleLightIndex] = lightIndexToUse; @@ -446,6 +467,8 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came break; LightType lightType = visibleLight.lightType; + bool usesBakedShadows = UsesBakedShadows(light); + float lightTypeIdentifierForShadowParams = GetLightTypeIdentifierForShadowParams(lightType); int perLightShadowSlicesCount = ShadowUtils.GetPunctualLightShadowSlicesCount(lightType); bool isValidShadowCastingLight = ShadowUtils.IsValidShadowCastingLight(lightData, visibleLightIndex, visibleLight.lightType, light.shadows, light.shadowStrength); if (isValidShadowCastingLight && (m_ShadowSliceToAdditionalLightIndex.Count + perLightShadowSlicesCount) > totalShadowSlicesCount) @@ -470,7 +493,17 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came // cullResults.GetShadowCasterBounds() does the fence sync for the shadow culling jobs. bool lightRangeContainsShadowCasters = renderingData.cullResults.GetShadowCasterBounds(visibleLightIndex, out Bounds _); if (!shadowData.supportsAdditionalLightShadows || !isValidShadowCastingLight || !lightRangeContainsShadowCasters) + { + // Even though there are not real-time shadows, the lights might be using shadowmasks, + // which is why we need to update the shadow parameters, for example so shadow strength can be used. + // This check is to make sure we only update this for spot and point lights. + if (usesBakedShadows && lightTypeIdentifierForShadowParams > -1) + { + m_AdditionalLightIndexToShadowParams[lightIndexToUse] = new Vector4(light.shadowStrength, softShadows, lightTypeIdentifierForShadowParams, lightIndexToUse); + m_VisibleLightIndexToIsCastingShadows[visibleLightIndex] = usesBakedShadows; + } continue; + } if (!atlasLayout.HasSpaceForLight(visibleLightIndex)) { @@ -491,7 +524,7 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came m_ShadowSliceToAdditionalLightIndex.Add(lightIndexToUse); m_GlobalShadowSliceIndexToPerLightShadowSliceIndex.Add(perLightShadowSlice); m_AdditionalLightShadowSliceIndexTo_WorldShadowMatrix[globalShadowSliceIndex] = sliceData.shadowTransform; - m_AdditionalLightIndexToShadowParams[lightIndexToUse] = new Vector4(light.shadowStrength, softShadows, LightTypeIdentifierInShadowParams_Spot, perLightFirstShadowSliceIndex); + m_AdditionalLightIndexToShadowParams[lightIndexToUse] = new Vector4(light.shadowStrength, softShadows, lightTypeIdentifierForShadowParams, perLightFirstShadowSliceIndex); shouldAddLight = true; } } @@ -509,7 +542,7 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came m_ShadowSliceToAdditionalLightIndex.Add(lightIndexToUse); m_GlobalShadowSliceIndexToPerLightShadowSliceIndex.Add(perLightShadowSlice); m_AdditionalLightShadowSliceIndexTo_WorldShadowMatrix[globalShadowSliceIndex] = sliceData.shadowTransform; - m_AdditionalLightIndexToShadowParams[lightIndexToUse] = new Vector4(light.shadowStrength, softShadows, LightTypeIdentifierInShadowParams_Point, perLightFirstShadowSliceIndex); + m_AdditionalLightIndexToShadowParams[lightIndexToUse] = new Vector4(light.shadowStrength, softShadows, lightTypeIdentifierForShadowParams, perLightFirstShadowSliceIndex); shouldAddLight = true; } } @@ -522,11 +555,16 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came m_AdditionalLightIndexToVisibleLightIndex[lightIndexToUse] = (short) visibleLightIndex; validShadowCastingLightsCount++; } + else + { + m_VisibleLightIndexToIsCastingShadows[visibleLightIndex] = usesBakedShadows; + m_AdditionalLightIndexToShadowParams[lightIndexToUse] = new Vector4(light.shadowStrength, softShadows, lightTypeIdentifierForShadowParams, c_DefaultShadowParams.w); + } } // Lights that need to be rendered in the shadow map atlas if (validShadowCastingLightsCount == 0) - return SetupForEmptyRendering(cameraData.renderer.stripShadowsOffVariants, shadowData); + return SetupForEmptyRendering(cameraData.renderer.stripShadowsOffVariants, lightData, shadowData); int shadowCastingLightsBufferCount = m_ShadowSliceToAdditionalLightIndex.Count; @@ -547,7 +585,6 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came float oneOverAtlasWidth = 1.0f / renderTargetWidth; float oneOverAtlasHeight = 1.0f / renderTargetHeight; - Matrix4x4 sliceTransform; for (int globalShadowSliceIndex = 0; globalShadowSliceIndex < shadowCastingLightsBufferCount; ++globalShadowSliceIndex) { int additionalLightIndex = m_ShadowSliceToAdditionalLightIndex[globalShadowSliceIndex]; @@ -561,7 +598,7 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came var shadowResolutionRequest = atlasLayout.GetSliceShadowResolutionRequest(visibleLightIndex, perLightSliceIndex); int sliceResolution = shadowResolutionRequest.allocatedResolution; - sliceTransform = Matrix4x4.identity; + Matrix4x4 sliceTransform = Matrix4x4.identity; sliceTransform.m00 = sliceResolution * oneOverAtlasWidth; sliceTransform.m11 = sliceResolution * oneOverAtlasHeight; @@ -598,7 +635,7 @@ private void UpdateTextureDescriptorIfNeeded() } } - private bool SetupForEmptyRendering(bool stripShadowsOffVariants, UniversalShadowData shadowData) + bool SetupForEmptyRendering(bool stripShadowsOffVariants, UniversalLightData lightData, UniversalShadowData shadowData) { if (!stripShadowsOffVariants) return false; @@ -607,9 +644,57 @@ private bool SetupForEmptyRendering(bool stripShadowsOffVariants, UniversalShado m_CreateEmptyShadowmap = true; useNativeRenderPass = false; - // initialize _AdditionalShadowParams - for (int i = 0; i < m_AdditionalLightIndexToShadowParams.Length; ++i) - m_AdditionalLightIndexToShadowParams[i] = c_DefaultShadowParams; + // Even though there are not real-time shadows, the lights might be using shadowmasks, + // which is why we need to update the shadow parameters, for example so shadow strength can be used. + + // _AdditionalShadowFadeParams + ShadowUtils.GetScaleAndBiasForLinearDistanceFade(m_MaxShadowDistanceSq, m_CascadeBorder, out float shadowFadeScale, out float shadowFadeBias); + s_EmptyAdditionalShadowFadeParams = new Vector4(shadowFadeScale, shadowFadeBias, 0, 0); + + var visibleLights = lightData.visibleLights; + if (m_VisibleLightIndexToAdditionalLightIndex.Length < visibleLights.Length) + { + m_VisibleLightIndexToAdditionalLightIndex = new short[visibleLights.Length]; + m_VisibleLightIndexToIsCastingShadows = new bool[visibleLights.Length]; + s_EmptyAdditionalLightIndexToShadowParams = new Vector4[visibleLights.Length]; + } + + // Initialize _AdditionalShadowParams + short additionalLightCount = 0; + for (int visibleLightIndex = 0; visibleLightIndex < visibleLights.Length; ++visibleLightIndex) + { + // Skip main directional light as it is not packed into the shadow atlas + if (visibleLightIndex == lightData.mainLightIndex) + continue; + + ref VisibleLight visibleLight = ref visibleLights.UnsafeElementAt(visibleLightIndex); + Light light = visibleLight.light; + if (light == null) + continue; + + // Only want to update this for spot and point lights + float lightType = GetLightTypeIdentifierForShadowParams(light.type); + if (lightType < 0f) + continue; + + short lightIndexToUse = additionalLightCount++; + LightShadows shadows = light.shadows; + bool lightHasShadows = shadows != LightShadows.None; + if (lightHasShadows) + { + bool lightHasSoftShadows = shadows != LightShadows.Soft; + bool supportsSoftShadows = shadowData.supportsSoftShadows; + float softShadows = ShadowUtils.SoftShadowQualityToShaderProperty(light, (supportsSoftShadows && lightHasSoftShadows)); + s_EmptyAdditionalLightIndexToShadowParams[lightIndexToUse] = new Vector4(light.shadowStrength, softShadows, lightType, lightIndexToUse); + } + else + { + s_EmptyAdditionalLightIndexToShadowParams[lightIndexToUse] = c_DefaultShadowParams; + } + + m_VisibleLightIndexToAdditionalLightIndex[visibleLightIndex] = lightIndexToUse; + m_VisibleLightIndexToIsCastingShadows[visibleLightIndex] = UsesBakedShadows(light); + } return true; } @@ -652,9 +737,11 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData { ContextContainer frameData = renderingData.frameData; UniversalRenderingData universalRenderingData = frameData.Get(); + RasterCommandBuffer rasterCommandBuffer = CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer); if (m_CreateEmptyShadowmap) { - SetEmptyAdditionalShadowmapAtlas(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer)); + rasterCommandBuffer.EnableKeyword(ShaderGlobalKeywords.AdditionalLightShadows); + SetShadowParamsForEmptyShadowmap(rasterCommandBuffer); universalRenderingData.commandBuffer.SetGlobalTexture(AdditionalShadowsConstantBuffer._AdditionalLightsShadowmapID, m_EmptyAdditionalLightShadowmapTexture); return; } @@ -668,7 +755,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData 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); + RenderAdditionalShadowmapAtlas(rasterCommandBuffer, ref m_PassData, false); universalRenderingData.commandBuffer.SetGlobalTexture(AdditionalShadowsConstantBuffer._AdditionalLightsShadowmapID, m_AdditionalLightsShadowmapHandle.nameID); } @@ -691,23 +778,19 @@ private void Clear() m_GlobalShadowSliceIndexToPerLightShadowSliceIndex.Clear(); } - private void SetEmptyAdditionalShadowmapAtlas(RasterCommandBuffer cmd) + internal static void SetShadowParamsForEmptyShadowmap(RasterCommandBuffer rasterCommandBuffer) { - cmd.EnableKeyword(ShaderGlobalKeywords.AdditionalLightShadows); - SetEmptyAdditionalLightShadowParams(cmd, m_AdditionalLightIndexToShadowParams); - } + rasterCommandBuffer.SetGlobalVector(AdditionalShadowsConstantBuffer._AdditionalShadowFadeParams, s_EmptyAdditionalShadowFadeParams); - internal static void SetEmptyAdditionalLightShadowParams(RasterCommandBuffer cmd, Vector4[] lightIndexToShadowParams) - { if (RenderingUtils.useStructuredBuffer) { - ComputeBuffer shadowParamsBuffer = ShaderData.instance.GetAdditionalLightShadowParamsStructuredBuffer(lightIndexToShadowParams.Length); - shadowParamsBuffer.SetData(lightIndexToShadowParams); - cmd.SetGlobalBuffer(AdditionalShadowsConstantBuffer._AdditionalShadowParams_SSBO, shadowParamsBuffer); + ComputeBuffer shadowParamsBuffer = ShaderData.instance.GetAdditionalLightShadowParamsStructuredBuffer(s_EmptyAdditionalLightIndexToShadowParams.Length); + shadowParamsBuffer.SetData(s_EmptyAdditionalLightIndexToShadowParams); + rasterCommandBuffer.SetGlobalBuffer(AdditionalShadowsConstantBuffer._AdditionalShadowParams_SSBO, shadowParamsBuffer); } else { - cmd.SetGlobalVectorArray(AdditionalShadowsConstantBuffer._AdditionalShadowParams, lightIndexToShadowParams); + rasterCommandBuffer.SetGlobalVectorArray(AdditionalShadowsConstantBuffer._AdditionalShadowParams, s_EmptyAdditionalLightIndexToShadowParams); } } @@ -839,46 +922,32 @@ private void InitPassData(ref PassData passData, UniversalCameraData cameraData, passData.stripShadowsOffVariants = cameraData.renderer.stripShadowsOffVariants; passData.emptyShadowmap = m_CreateEmptyShadowmap; - passData.shadowmapID = AdditionalShadowsConstantBuffer._AdditionalLightsShadowmapID; passData.useStructuredBuffer = m_UseStructuredBuffer; } - private void InitEmptyPassData(ref PassData passData, UniversalCameraData cameraData, UniversalLightData lightData, UniversalShadowData shadowData) - { - passData.pass = this; - - passData.lightData = lightData; - passData.shadowData = shadowData; - passData.stripShadowsOffVariants = cameraData.renderer.stripShadowsOffVariants; - - passData.emptyShadowmap = m_CreateEmptyShadowmap; - passData.shadowmapID = AdditionalShadowsConstantBuffer._AdditionalLightsShadowmapID; - } - private void InitRendererLists(ref CullingResults cullResults, ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph) { - if (!m_CreateEmptyShadowmap) + if (m_CreateEmptyShadowmap) + return; + + for (int globalShadowSliceIndex = 0; globalShadowSliceIndex < m_ShadowSliceToAdditionalLightIndex.Count; ++globalShadowSliceIndex) { - for (int globalShadowSliceIndex = 0; globalShadowSliceIndex < m_ShadowSliceToAdditionalLightIndex.Count; ++globalShadowSliceIndex) - { - int additionalLightIndex = m_ShadowSliceToAdditionalLightIndex[globalShadowSliceIndex]; - ShadowSliceData shadowSliceData = m_AdditionalLightsShadowSlices[globalShadowSliceIndex]; - int visibleLightIndex = m_AdditionalLightIndexToVisibleLightIndex[additionalLightIndex]; + int additionalLightIndex = m_ShadowSliceToAdditionalLightIndex[globalShadowSliceIndex]; + int visibleLightIndex = m_AdditionalLightIndexToVisibleLightIndex[additionalLightIndex]; - var settings = new ShadowDrawingSettings(cullResults, visibleLightIndex); - settings.useRenderingLayerMaskTest = UniversalRenderPipeline.asset.useRenderingLayers; - if(useRenderGraph) - passData.shadowRendererListsHdl[globalShadowSliceIndex] = renderGraph.CreateShadowRendererList(ref settings); - else - passData.shadowRendererLists[globalShadowSliceIndex] = context.CreateShadowRendererList(ref settings); - } + ShadowDrawingSettings settings = new (cullResults, visibleLightIndex) { + useRenderingLayerMaskTest = UniversalRenderPipeline.asset.useRenderingLayers + }; + + if(useRenderGraph) + passData.shadowRendererListsHdl[globalShadowSliceIndex] = renderGraph.CreateShadowRendererList(ref settings); + else + passData.shadowRendererLists[globalShadowSliceIndex] = context.CreateShadowRendererList(ref settings); } } internal TextureHandle Render(RenderGraph graph, ContextContainer frameData) { - TextureHandle shadowTexture; - UniversalRenderingData renderingData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); UniversalLightData lightData = frameData.Get(); @@ -889,6 +958,7 @@ internal TextureHandle Render(RenderGraph graph, ContextContainer frameData) InitPassData(ref passData, cameraData, lightData, shadowData); InitRendererLists(ref renderingData.cullResults, ref passData, default(ScriptableRenderContext), graph, true); + TextureHandle shadowTexture; if (!m_CreateEmptyShadowmap) { for (int globalShadowSliceIndex = 0; globalShadowSliceIndex < m_ShadowSliceToAdditionalLightIndex.Count; ++globalShadowSliceIndex) @@ -912,14 +982,20 @@ internal TextureHandle Render(RenderGraph graph, ContextContainer frameData) builder.AllowGlobalStateModification(true); if (shadowTexture.IsValid()) - builder.SetGlobalTextureAfterPass(shadowTexture, passData.shadowmapID); + builder.SetGlobalTextureAfterPass(shadowTexture, AdditionalShadowsConstantBuffer._AdditionalLightsShadowmapID); builder.SetRenderFunc((PassData data, RasterGraphContext context) => { + RasterCommandBuffer rasterCommandBuffer = context.cmd; if (!data.emptyShadowmap) - data.pass.RenderAdditionalShadowmapAtlas(context.cmd, ref data, true); + { + data.pass.RenderAdditionalShadowmapAtlas(rasterCommandBuffer, ref data, true); + } else - data.pass.SetEmptyAdditionalShadowmapAtlas(context.cmd); + { + rasterCommandBuffer.EnableKeyword(ShaderGlobalKeywords.AdditionalLightShadows); + SetShadowParamsForEmptyShadowmap(rasterCommandBuffer); + } }); return shadowTexture; 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 80bc10ea532..137e37c7891 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs @@ -17,6 +17,8 @@ public class CopyDepthPass : ScriptableRenderPass { private RTHandle source { get; set; } private RTHandle destination { get; set; } + + // TODO RENDERGRAPH: The Render method overwrites this property with -1 before doing anything else. It should only be used in Compatibility Mode! internal int MssaSamples { get; set; } // In some cases (Scene view, XR and etc.) we actually want to output to depth buffer // So this variable needs to be set to true to enable the correct copy shader semantic diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs index 5270476c6be..68e1fb17c8e 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs @@ -315,7 +315,7 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Textur // Currently we only need to call this additional pass when the user // doesn't want transparent objects to receive shadows if (!data.isOpaque && !data.shouldTransparentsReceiveShadows) - TransparentSettingsPass.ExecutePass(context.cmd, data.shouldTransparentsReceiveShadows); + TransparentSettingsPass.ExecutePass(context.cmd); bool yFlip = data.cameraData.IsRenderTargetProjectionMatrixFlipped(data.albedoHdl, data.depthHdl); @@ -472,7 +472,7 @@ internal void Render(RenderGraph renderGraph, ContextContainer frameData, Textur // Currently we only need to call this additional pass when the user // doesn't want transparent objects to receive shadows if (!data.basePassData.isOpaque && !data.basePassData.shouldTransparentsReceiveShadows) - TransparentSettingsPass.ExecutePass(context.cmd, data.basePassData.shouldTransparentsReceiveShadows); + TransparentSettingsPass.ExecutePass(context.cmd); bool yFlip = data.basePassData.cameraData.IsRenderTargetProjectionMatrixFlipped(data.basePassData.albedoHdl, data.basePassData.depthHdl); 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 0ad302b9652..94dbc15c07a 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/MainLightShadowCasterPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/MainLightShadowCasterPass.cs @@ -1,7 +1,5 @@ using System; -using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; -using System.Collections.Generic; namespace UnityEngine.Rendering.Universal.Internal { @@ -18,16 +16,16 @@ public class MainLightShadowCasterPass : ScriptableRenderPass private int renderTargetHeight; private int m_ShadowCasterCascadesCount; private bool m_CreateEmptyShadowmap; - private bool m_EmptyShadowmapNeedsClear = false; + private bool m_EmptyShadowmapNeedsClear; private float m_CascadeBorder; private float m_MaxShadowDistanceSq; private PassData m_PassData; private RTHandle m_EmptyMainLightShadowmapTexture; - private Vector4[] m_CascadeSplitDistances; - private Matrix4x4[] m_MainLightShadowMatrices; - private ProfilingSampler m_ProfilingSetupSampler = new ("Setup Main Shadowmap"); - private ShadowSliceData[] m_CascadeSlices; private RenderTextureDescriptor m_MainLightShadowDescriptor; + private readonly Vector4[] m_CascadeSplitDistances; + private readonly Matrix4x4[] m_MainLightShadowMatrices; + private readonly ProfilingSampler m_ProfilingSetupSampler = new ("Setup Main Shadowmap"); + private readonly ShadowSliceData[] m_CascadeSlices; // Constants and Statics private const int k_EmptyShadowMapDimensions = 1; @@ -35,7 +33,7 @@ public class MainLightShadowCasterPass : ScriptableRenderPass private const int k_ShadowmapBufferBits = 16; private const string k_MainLightShadowMapTextureName = "_MainLightShadowmapTexture"; private const string k_EmptyMainLightShadowMapTextureName = "_EmptyMainLightShadowmapTexture"; - private static readonly Vector4 s_EmptyShadowParams = new (0f, 0f, 1f, 0f); + private static Vector4 s_EmptyShadowParams = new (0f, 0f, 1f, 0f); private static readonly Vector4 s_EmptyShadowmapSize = new (k_EmptyShadowMapDimensions, 1f / k_EmptyShadowMapDimensions, k_EmptyShadowMapDimensions, k_EmptyShadowMapDimensions); // Classes @@ -56,18 +54,15 @@ private static class MainLightShadowConstantBuffer private class PassData { + internal bool emptyShadowmap; internal UniversalRenderingData renderingData; internal UniversalCameraData cameraData; internal UniversalLightData lightData; internal UniversalShadowData shadowData; - internal MainLightShadowCasterPass pass; - internal TextureHandle shadowmapTexture; - internal bool emptyShadowmap; - - internal RendererListHandle[] shadowRendererListsHandle = new RendererListHandle[k_MaxCascades]; - internal RendererList[] shadowRendererLists = new RendererList[k_MaxCascades]; + internal readonly RendererList[] shadowRendererLists = new RendererList[k_MaxCascades]; + internal readonly RendererListHandle[] shadowRendererListsHandle = new RendererListHandle[k_MaxCascades]; } /// @@ -134,18 +129,19 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came using var profScope = new ProfilingScope(m_ProfilingSetupSampler); + bool stripShadowsOffVariants = cameraData.renderer.stripShadowsOffVariants; if (!shadowData.supportsMainLightShadows) - return SetupForEmptyRendering(cameraData.renderer.stripShadowsOffVariants); + return SetupForEmptyRendering(stripShadowsOffVariants, null, cameraData, shadowData); Clear(); int shadowLightIndex = lightData.mainLightIndex; if (shadowLightIndex == -1) - return SetupForEmptyRendering(cameraData.renderer.stripShadowsOffVariants); + return SetupForEmptyRendering(stripShadowsOffVariants, null, cameraData, shadowData); VisibleLight shadowLight = lightData.visibleLights[shadowLightIndex]; Light light = shadowLight.light; if (light.shadows == LightShadows.None) - return SetupForEmptyRendering(cameraData.renderer.stripShadowsOffVariants); + return SetupForEmptyRendering(stripShadowsOffVariants, light, cameraData, shadowData); if (shadowLight.lightType != LightType.Directional) { @@ -153,7 +149,7 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came } if (!renderingData.cullResults.GetShadowCasterBounds(shadowLightIndex, out Bounds _)) - return SetupForEmptyRendering(cameraData.renderer.stripShadowsOffVariants); + return SetupForEmptyRendering(stripShadowsOffVariants, light, cameraData, shadowData); m_ShadowCasterCascadesCount = shadowData.mainLightShadowCascadesCount; renderTargetWidth = shadowData.mainLightRenderTargetWidth; @@ -168,7 +164,7 @@ public bool Setup(UniversalRenderingData renderingData, UniversalCameraData came m_CascadeSlices[cascadeIndex] = sliceData; if (!shadowCullingInfos.IsSliceValid(cascadeIndex)) - return SetupForEmptyRendering(cameraData.renderer.stripShadowsOffVariants); + return SetupForEmptyRendering(stripShadowsOffVariants, light, cameraData, shadowData); } UpdateTextureDescriptorIfNeeded(); @@ -192,7 +188,7 @@ private void UpdateTextureDescriptorIfNeeded() } } - bool SetupForEmptyRendering(bool stripShadowsOffVariants) + bool SetupForEmptyRendering(bool stripShadowsOffVariants, Light light, UniversalCameraData cameraData, UniversalShadowData shadowData) { if (!stripShadowsOffVariants) return false; @@ -200,6 +196,25 @@ bool SetupForEmptyRendering(bool stripShadowsOffVariants) m_CreateEmptyShadowmap = true; useNativeRenderPass = false; + // Even though there are not real-time shadows, the light might be using shadowmasks, + // which is why we need to update the shadow parameters, for example so shadow strength can be used. + + if (light == null) + { + s_EmptyShadowParams = new Vector4(0, 0, 1, 0); + } + else + { + bool supportsSoftShadows = shadowData.supportsSoftShadows; + float maxShadowDistanceSq = cameraData.maxShadowDistance; + float mainLightShadowCascadeBorder = shadowData.mainLightShadowCascadeBorder; + + bool softShadows = light.shadows == LightShadows.Soft && supportsSoftShadows; + float softShadowsProp = ShadowUtils.SoftShadowQualityToShaderProperty(light, softShadows); + ShadowUtils.GetScaleAndBiasForLinearDistanceFade(maxShadowDistanceSq, mainLightShadowCascadeBorder, out float shadowFadeScale, out float shadowFadeBias); + s_EmptyShadowParams = new Vector4(light.shadowStrength, softShadowsProp, shadowFadeScale, shadowFadeBias); + } + return true; } @@ -243,9 +258,11 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData UniversalLightData lightData = frameData.Get(); UniversalShadowData shadowData = frameData.Get(); + RasterCommandBuffer rasterCommandBuffer = CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer); if (m_CreateEmptyShadowmap) { - SetEmptyMainLightCascadeShadowmap(CommandBufferHelpers.GetRasterCommandBuffer(universalRenderingData.commandBuffer)); + rasterCommandBuffer.EnableKeyword(ShaderGlobalKeywords.MainLightShadows); + SetShadowParamsForEmptyShadowmap(rasterCommandBuffer); universalRenderingData.commandBuffer.SetGlobalTexture(MainLightShadowConstantBuffer._MainLightShadowmapID, m_EmptyMainLightShadowmapTexture.nameID); return; } @@ -253,7 +270,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData InitPassData(ref m_PassData, universalRenderingData, cameraData, lightData, shadowData); InitRendererLists(ref m_PassData, context, default(RenderGraph), false); - RenderMainLightCascadeShadowmap(CommandBufferHelpers.GetRasterCommandBuffer(universalRenderingData.commandBuffer), ref m_PassData, false); + RenderMainLightCascadeShadowmap(rasterCommandBuffer, ref m_PassData, false); universalRenderingData.commandBuffer.SetGlobalTexture(MainLightShadowConstantBuffer._MainLightShadowmapID, m_MainLightShadowmapTexture.nameID); } @@ -269,16 +286,10 @@ void Clear() m_CascadeSlices[i].Clear(); } - void SetEmptyMainLightCascadeShadowmap(RasterCommandBuffer cmd) + internal static void SetShadowParamsForEmptyShadowmap(RasterCommandBuffer rasterCommandBuffer) { - cmd.EnableKeyword(ShaderGlobalKeywords.MainLightShadows); - SetEmptyMainLightShadowParams(cmd); - } - - internal static void SetEmptyMainLightShadowParams(RasterCommandBuffer cmd) - { - cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams, s_EmptyShadowParams); - cmd.SetGlobalVector(MainLightShadowConstantBuffer._ShadowmapSize, s_EmptyShadowmapSize); + rasterCommandBuffer.SetGlobalVector(MainLightShadowConstantBuffer._ShadowmapSize, s_EmptyShadowmapSize); + rasterCommandBuffer.SetGlobalVector(MainLightShadowConstantBuffer._ShadowParams, s_EmptyShadowParams); } void RenderMainLightCascadeShadowmap(RasterCommandBuffer cmd, ref PassData data, bool isRenderGraph) @@ -392,23 +403,6 @@ private void InitPassData( UniversalShadowData shadowData) { passData.pass = this; - - passData.emptyShadowmap = m_CreateEmptyShadowmap; - passData.renderingData = renderingData; - passData.cameraData = cameraData; - passData.lightData = lightData; - passData.shadowData = shadowData; - } - - void InitEmptyPassData( - ref PassData passData, - UniversalRenderingData renderingData, - UniversalCameraData cameraData, - UniversalLightData lightData, - UniversalShadowData shadowData) - { - passData.pass = this; - passData.emptyShadowmap = m_CreateEmptyShadowmap; passData.renderingData = renderingData; passData.cameraData = cameraData; @@ -421,8 +415,10 @@ private void InitRendererLists(ref PassData passData, ScriptableRenderContext co int shadowLightIndex = passData.lightData.mainLightIndex; if (!m_CreateEmptyShadowmap && shadowLightIndex != -1) { - var settings = new ShadowDrawingSettings(passData.renderingData.cullResults, shadowLightIndex); - settings.useRenderingLayerMaskTest = UniversalRenderPipeline.asset.useRenderingLayers; + ShadowDrawingSettings settings = new (passData.renderingData.cullResults, shadowLightIndex) { + useRenderingLayerMaskTest = UniversalRenderPipeline.asset.useRenderingLayers + }; + for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex) { if (useRenderGraph) @@ -471,13 +467,15 @@ internal TextureHandle Render(RenderGraph graph, ContextContainer frameData) builder.SetRenderFunc((PassData data, RasterGraphContext context) => { + RasterCommandBuffer rasterCommandBuffer = context.cmd; if (!data.emptyShadowmap) { - data.pass.RenderMainLightCascadeShadowmap(context.cmd, ref data, true); + data.pass.RenderMainLightCascadeShadowmap(rasterCommandBuffer, ref data, true); } else { - data.pass.SetEmptyMainLightCascadeShadowmap(context.cmd); + rasterCommandBuffer.EnableKeyword(ShaderGlobalKeywords.MainLightShadows); + SetShadowParamsForEmptyShadowmap(rasterCommandBuffer); } }); } 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 f3313c5ace4..811586b292d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs @@ -1761,6 +1761,9 @@ void RenderFinalPass(CommandBuffer cmd, ref RenderingData renderingData) var fsrOutputSize = new Vector2(cameraData.pixelWidth, cameraData.pixelHeight); FSRUtils.SetEasuConstants(cmd, fsrInputSize, fsrInputSize, fsrOutputSize); + if (isAlphaOutputEnabled) + CoreUtils.SetKeyword(m_Materials.easu, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, isAlphaOutputEnabled); + Blitter.BlitCameraTexture(cmd, sourceTex, m_UpscaledTarget, colorLoadAction, RenderBufferStoreAction.Store, m_Materials.easu, 0); // RCAS 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 48282b7dbf9..fa777df95cf 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs @@ -1279,8 +1279,8 @@ public TextureHandle RenderLensFlareScreenSpace(RenderGraph renderGraph, Camera { var downsample = (int) m_LensFlareScreenSpace.resolution.value; - int width = m_Descriptor.width / downsample; - int height = m_Descriptor.height / downsample; + int width = Math.Max(m_Descriptor.width / downsample, 1); + int height = Math.Max(m_Descriptor.height / downsample, 1); var streakTextureDesc = GetCompatibleDescriptor(m_Descriptor, width, height, m_DefaultColorFormat); var streakTmpTexture = UniversalRenderer.CreateRenderGraphTexture(renderGraph, streakTextureDesc, "_StreakTmpTexture", true, FilterMode.Bilinear); @@ -1373,19 +1373,22 @@ static private void ScaleViewportAndBlit(RasterCommandBuffer cmd, RTHandle sourc { if (hasFinalPass || !cameraData.resolveFinalTarget) { - // Intermediate target can be scaled with render scale. - // camera.pixelRect is the viewport of the final target in pixels. - // Calculate scaled viewport for the intermediate target, - // for example when inside a camera stack (non-final pass). - var camViewportNormalized = cameraData.camera.rect; + // Inside the camera stack the target is the shared intermediate target, which can be scaled with render scale. + // camera.pixelRect is the viewport of the final target in pixels, so it cannot be used for the intermediate target. + // On intermediate target allocation the viewport size is baked into the target size. + // Which means the intermediate target does not have a viewport rect. Its offset is always 0 and its size matches viewport size. + // The overlay cameras inherit the base viewport, so they cannot have a different viewport, + // a necessary limitation since the target covers only the base viewport area. + // The offsetting is finally done by the final output viewport-rect to the final target. + // Note: effectively this is setting a fullscreen viewport for the intermediate target. var targetWidth = cameraData.cameraTargetDescriptor.width; var targetHeight = cameraData.cameraTargetDescriptor.height; - var scaledTargetViewportInPixels = new Rect( - camViewportNormalized.x * targetWidth, - camViewportNormalized.y * targetHeight, - camViewportNormalized.width * targetWidth, - camViewportNormalized.height * targetHeight); - cmd.SetViewport(scaledTargetViewportInPixels); + var targetViewportInPixels = new Rect( + 0, + 0, + targetWidth, + targetHeight); + cmd.SetViewport(targetViewportInPixels); } else cmd.SetViewport(cameraData.pixelRect); @@ -1554,7 +1557,7 @@ public void RenderFinalBlit(RenderGraph renderGraph, UniversalCameraData cameraD passData.material = m_Materials.finalPass; passData.settings = settings; - if (settings.requireHDROutput && m_EnableColorEncodingIfNeeded) + if (settings.requireHDROutput && m_EnableColorEncodingIfNeeded && cameraData.rendersOverlayUI) builder.UseTexture(overlayUITexture, AccessFlags.Read); #if ENABLE_VR && ENABLE_XR_MODULE diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs index 9888dcb275f..f6a7383a06d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/ScriptableRenderPass.cs @@ -11,6 +11,10 @@ namespace UnityEngine.Rendering.Universal { /// /// Input requirements for ScriptableRenderPass. + /// + /// URP adds render passes to generate the inputs, or reuses inputs that are already available from earlier in the frame. + /// + /// URP binds the inputs as global shader texture properties. /// /// [Flags] @@ -23,21 +27,31 @@ public enum ScriptableRenderPassInput /// /// Used when a ScriptableRenderPass requires a depth texture. + /// + /// To sample the depth texture in a shader, include `Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl`, then use the `SampleSceneDepth` method. /// Depth = 1 << 0, /// /// Used when a ScriptableRenderPass requires a normal texture. + /// + /// To sample the normals texture in a shader, include `Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareNormalsTexture.hlsl`, then use the `SampleSceneNormals` method. /// Normal = 1 << 1, /// /// Used when a ScriptableRenderPass requires a color texture. + /// + /// To sample the color texture in a shader, include `Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl`, then use the `SampleSceneColor` method. + /// + /// **Note:** The opaque texture might be a downscaled copy of the framebuffer from before rendering transparent objects. /// Color = 1 << 2, /// /// Used when a ScriptableRenderPass requires a motion vectors texture. + /// + /// To sample the motion vectors texture in a shader, use `TEXTURE2D_X(_MotionVectorTexture)`, then `LOAD_TEXTURE2D_X_LOD(_MotionVectorTexture, pixelCoords, 0).xy`. /// Motion = 1 << 3, } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/TransparentSettingsPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/TransparentSettingsPass.cs index 6a96fc30918..7c543f4d391 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/TransparentSettingsPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/TransparentSettingsPass.cs @@ -28,20 +28,23 @@ public bool Setup() [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { - // Get a command buffer... - var cmd = renderingData.commandBuffer; - using (new ProfilingScope(cmd, profilingSampler)) + RasterCommandBuffer rasterCommandBuffer = CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer); + using (new ProfilingScope(rasterCommandBuffer, profilingSampler)) { - ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), m_shouldReceiveShadows); + ExecutePass(rasterCommandBuffer); } } - public static void ExecutePass(RasterCommandBuffer cmd, bool shouldReceiveShadows) + public static void ExecutePass(RasterCommandBuffer rasterCommandBuffer) { + // ----------------------------------------------------------- // This pass is only used when transparent objects should not // receive shadows using the setting on the URP Renderer. - MainLightShadowCasterPass.SetEmptyMainLightShadowParams(cmd); - AdditionalLightsShadowCasterPass.SetEmptyAdditionalLightShadowParams(cmd, AdditionalLightsShadowCasterPass.s_EmptyAdditionalLightIndexToShadowParams); + // This is controlled in the public bool Setup() function above. + // ----------------------------------------------------------- + + MainLightShadowCasterPass.SetShadowParamsForEmptyShadowmap(rasterCommandBuffer); + AdditionalLightsShadowCasterPass.SetShadowParamsForEmptyShadowmap(rasterCommandBuffer); } } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderGraph/RenderGraphGraphicsAutomatedTests.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderGraph/RenderGraphGraphicsAutomatedTests.cs index df3a7efdae6..b1ea13566ec 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderGraph/RenderGraphGraphicsAutomatedTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderGraph/RenderGraphGraphicsAutomatedTests.cs @@ -22,7 +22,7 @@ static bool activatedFromCommandLine /// /// Used by render pipelines to initialize RenderGraph tests. /// - public static bool enabled { get; } = activatedFromCommandLine; + public static bool enabled { get; set; } = activatedFromCommandLine; } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineDebugShaders.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineDebugShaders.cs index 004d498decd..9c22009a540 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineDebugShaders.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineDebugShaders.cs @@ -3,15 +3,43 @@ namespace UnityEngine.Rendering.Universal { /// - /// Class containing debug shader resources used in URP. + /// A resource container for debug shaders used for . /// + /// + /// You cannot edit these resources through the editor's UI; use the API for advanced changes. + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// This container is removed for non-development build. + /// + /// + /// + /// Here is an example of how to get the replacement pixel shader used by URP. + /// + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public static class URPUniversalRendererDebugShadersHelper + /// { + /// public static Shader replacementPS + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<UniversalRenderPipelineDebugShaders>(); + /// if (gs == null) //not in URP or not in development build + /// return null; + /// return gs.debugReplacementPS; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "R: Debug Shaders", Order = 1000), HideInInspector] public class UniversalRenderPipelineDebugShaders : IRenderPipelineResources { /// - /// Version of the Debug Shader resources + /// Current version of this resource container. Used only for upgrading a project. /// public int version => 0; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeShaders.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeShaders.cs index 840bcca30ed..54a40494d54 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeShaders.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeShaders.cs @@ -3,8 +3,34 @@ namespace UnityEngine.Rendering.Universal { /// - /// Class containing shader resources used in URP. + /// A resource container for shaders used for . /// + /// + /// You cannot edit these resources through the editor's UI; use the API for advanced changes. + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// + /// + /// Here is an example of how to get the blit shader used by URP. + /// + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public static class URPUniversalRendererRuntimeShadersHelper + /// { + /// public static Shader blit + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<UniversalRenderPipelineRuntimeShaders>(); + /// if (gs == null) //not in URP + /// return null; + /// return gs.coreBlitPS; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "R: Runtime Shaders", Order = 1000), HideInInspector] @@ -12,7 +38,7 @@ public class UniversalRenderPipelineRuntimeShaders : IRenderPipelineResources { [SerializeField][HideInInspector] private int m_Version = 0; - /// Version of the resource. + /// Current version of the resource container. Used only for upgrading a project. public int version => m_Version; bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true; @@ -20,7 +46,7 @@ public class UniversalRenderPipelineRuntimeShaders : IRenderPipelineResources Shader m_FallbackErrorShader; /// - /// Fallback error shader + /// Fallback shader used when error happens. /// public Shader fallbackErrorShader { @@ -34,7 +60,7 @@ public Shader fallbackErrorShader internal Shader m_BlitHDROverlay; /// - /// Blit HDR Overlay shader. + /// Blit shader used for HDR Overlay. /// public Shader blitHDROverlay { @@ -47,7 +73,7 @@ public Shader blitHDROverlay internal Shader m_CoreBlitPS; /// - /// Core Blit shader. + /// Default blit shader used for blit operation. /// public Shader coreBlitPS { @@ -60,7 +86,7 @@ public Shader coreBlitPS internal Shader m_CoreBlitColorAndDepthPS; /// - /// Core Blit Color And Depth shader. + /// Blit shader used for both Color And Depth blit operation. /// public Shader coreBlitColorAndDepthPS { @@ -73,12 +99,54 @@ public Shader coreBlitColorAndDepthPS private Shader m_SamplingPS; /// - /// Sampling shader. + /// Shader used when sampling is required. /// public Shader samplingPS { get => m_SamplingPS; set => this.SetValueAndNotify(ref m_SamplingPS, value, nameof(m_SamplingPS)); } + + #region Terrain + [Header("Terrain")] + [SerializeField] + [ResourcePath("Shaders/Terrain/TerrainDetailLit.shader")] + private Shader m_TerrainDetailLit; + + /// + /// Returns the terrain detail lit shader that this asset uses. + /// + public Shader terrainDetailLitShader + { + get => m_TerrainDetailLit; + set => this.SetValueAndNotify(ref m_TerrainDetailLit, value); + } + + [SerializeField] + [ResourcePath("Shaders/Terrain/WavingGrassBillboard.shader")] + private Shader m_TerrainDetailGrassBillboard; + + /// + /// Returns the terrain detail grass billboard shader that this asset uses. + /// + public Shader terrainDetailGrassBillboardShader + { + get => m_TerrainDetailGrassBillboard; + set => this.SetValueAndNotify(ref m_TerrainDetailGrassBillboard, value); + } + + [SerializeField] + [ResourcePath("Shaders/Terrain/WavingGrass.shader")] + private Shader m_TerrainDetailGrass; + + /// + /// Returns the terrain detail grass shader that this asset uses. + /// + public Shader terrainDetailGrassShader + { + get => m_TerrainDetailGrass; + set => this.SetValueAndNotify(ref m_TerrainDetailGrass, value); + } + #endregion } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeTextures.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeTextures.cs index 8e5e8827596..91423b81b9d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeTextures.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeTextures.cs @@ -3,8 +3,34 @@ namespace UnityEngine.Rendering.Universal { /// - /// Class containing texture resources used in URP. + /// A resource container for textures used for . /// + /// + /// You cannot edit these resources through the editor's UI; use the API for advanced changes. + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// + /// + /// Here is an example of how to get the baked blue noise texture used by URP. + /// + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public static class URPUniversalRendererRuntimeTexturesHelper + /// { + /// public static Texture blueNoise + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<UniversalRenderPipelineRuntimeTextures>(); + /// if (gs == null) //not in URP + /// return null; + /// return gs.blueNoise64LTex; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "R: Runtime Textures", Order = 1000), HideInInspector] @@ -13,7 +39,7 @@ public class UniversalRenderPipelineRuntimeTextures : IRenderPipelineResources [SerializeField][HideInInspector] private int m_Version = 1; /// - /// Version of the Texture resources + /// Current version of the resource container. Used only for upgrading a project. /// public int version => m_Version; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeXRResources.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeXRResources.cs index 641135dbf9a..b484985fec1 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeXRResources.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRenderPipelineRuntimeXRResources.cs @@ -3,16 +3,43 @@ namespace UnityEngine.Rendering.Universal { /// - /// Class containing shader resources needed in URP for XR. + /// A resource container for textures used for . /// - /// + /// + /// You cannot edit these resources through the editor's UI; use the API for advanced changes. + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// This container is removed for non-XR builds. + /// + /// + /// + /// Here is an example of how to get the MotionVector shader used by URP for XR. + /// + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public static class URPUniversalRendererRuntimeXRResourcesHelper + /// { + /// public static Shader motionVector + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<UniversalRenderPipelineRuntimeXRResources>(); + /// if (gs == null) //not in URP or XR not enabled + /// return null; + /// return gs.xrMotionVector; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "R: Runtime XR", Order = 1000), HideInInspector] public class UniversalRenderPipelineRuntimeXRResources : IRenderPipelineResources { /// - /// Version of the XR Resources + /// Current version of the resource container. Used only for upgrading a project. /// public int version => 0; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRendererResources.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRendererResources.cs index 24b49d1b744..ae2efd5a102 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRendererResources.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderPipelineResources/UniversalRendererResources.cs @@ -3,16 +3,44 @@ namespace UnityEngine.Rendering.Universal { /// - /// Class containing shader resources used in URP. + /// A resource container for resource used for . /// + /// + /// You cannot edit these resources through the editor's UI; use the API for advanced changes. + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// + /// + /// Here is an example of how to get the MotionVector shader used by URP's Universal Renderer. + /// + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public static class URPUniversalRendererResourcesHelper + /// { + /// public static Shader motionVector + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<UniversalRendererResources>(); + /// if (gs == null) //not in URP or not with UniversalRenderer + /// return null; + /// return gs.cameraMotionVector; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "R: Universal Renderer Shaders", Order = 1000), HideInInspector] public class UniversalRendererResources : IRenderPipelineResources { [SerializeField][HideInInspector] private int m_Version = 0; - - /// Version of the resource. + + /// + /// Current version of the resource container. Used only for upgrading a project. + /// public int version => m_Version; bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true; @@ -21,7 +49,7 @@ public class UniversalRendererResources : IRenderPipelineResources private Shader m_CopyDepthPS; /// - /// Copy Depth shader. + /// Shader used to copy the depth buffer. /// public Shader copyDepthPS { @@ -34,7 +62,7 @@ public Shader copyDepthPS private Shader m_CameraMotionVector; /// - /// Camera Motion Vectors shader. + /// Shader used to compute Motion Vectors from the Camera. /// public Shader cameraMotionVector { @@ -47,7 +75,7 @@ public Shader cameraMotionVector private Shader m_StencilDeferredPS; /// - /// Stencil Deferred shader. + /// Shader used to write stencil operations in deferred mode. /// public Shader stencilDeferredPS { @@ -73,7 +101,7 @@ public Shader clusterDeferred private Shader m_StencilDitherMaskSeedPS; /// - /// Shader to write stencil for dither mask + /// Shader used to write stencils for the dither mask. /// public Shader stencilDitherMaskSeedPS { @@ -87,7 +115,7 @@ public Shader stencilDitherMaskSeedPS private Shader m_DBufferClear; /// - /// Decal DBuffer Shader + /// Shader used to clear the Decal DBuffer. /// public Shader decalDBufferClear { diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs index 8df0db2da4d..bd08c220892 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/DecalRendererFeature.cs @@ -217,9 +217,6 @@ public class DecalRendererFeature : ScriptableRendererFeature /// public override void Create() { -#if UNITY_EDITOR - ResourceReloader.TryReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath); -#endif m_DecalPreviewPass = new DecalPreviewPass(); m_RecreateSystems = true; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.cs index 8704ee80de3..f54a6a7032d 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.cs @@ -1,316 +1,316 @@ using System; -using UnityEngine; using UnityEngine.Rendering.RenderGraphModule; -using UnityEngine.Rendering; -using UnityEngine.Rendering.Universal; using UnityEngine.Experimental.Rendering; -/// -/// This renderer feature lets you create single-pass full screen post processing effects without needing to write code. -/// -[URPHelpURL("renderer-features/renderer-feature-full-screen-pass")] -public partial class FullScreenPassRendererFeature : ScriptableRendererFeature +namespace UnityEngine.Rendering.Universal { /// - /// An injection point for the full screen pass. This is similar to the RenderPassEvent enum but limited to only supported events. + /// This renderer feature lets you create single-pass full screen post processing effects without needing to write code. /// - public enum InjectionPoint + [URPHelpURL("renderer-features/renderer-feature-full-screen-pass")] + public partial class FullScreenPassRendererFeature : ScriptableRendererFeature { /// - /// Inject a full screen pass before transparents are rendered. + /// An injection point for the full screen pass. This is similar to the RenderPassEvent enum but limited to only supported events. /// - BeforeRenderingTransparents = RenderPassEvent.BeforeRenderingTransparents, + public enum InjectionPoint + { + /// + /// Inject a full screen pass before transparents are rendered. + /// + BeforeRenderingTransparents = RenderPassEvent.BeforeRenderingTransparents, + + /// + /// Inject a full screen pass before post processing is rendered. + /// + BeforeRenderingPostProcessing = RenderPassEvent.BeforeRenderingPostProcessing, + + /// + /// Inject a full screen pass after post processing is rendered. + /// + AfterRenderingPostProcessing = RenderPassEvent.AfterRenderingPostProcessing + } /// - /// Inject a full screen pass before post processing is rendered. + /// Specifies at which injection point the pass will be rendered. /// - BeforeRenderingPostProcessing = RenderPassEvent.BeforeRenderingPostProcessing, + public InjectionPoint injectionPoint = InjectionPoint.AfterRenderingPostProcessing; /// - /// Inject a full screen pass after post processing is rendered. + /// Specifies whether the assigned material will need to use the current screen contents as an input texture. + /// Disable this to optimize away an extra color copy pass when you know that the assigned material will only need + /// to write on top of or hardware blend with the contents of the active color target. /// - AfterRenderingPostProcessing = RenderPassEvent.AfterRenderingPostProcessing - } - - /// - /// Specifies at which injection point the pass will be rendered. - /// - public InjectionPoint injectionPoint = InjectionPoint.AfterRenderingPostProcessing; - - /// - /// Specifies whether the assigned material will need to use the current screen contents as an input texture. - /// Disable this to optimize away an extra color copy pass when you know that the assigned material will only need - /// to write on top of or hardware blend with the contents of the active color target. - /// - public bool fetchColorBuffer = true; - - /// - /// A mask of URP textures that the assigned material will need access to. Requesting unused requirements can degrade - /// performance unnecessarily as URP might need to run additional rendering passes to generate them. - /// - public ScriptableRenderPassInput requirements = ScriptableRenderPassInput.None; + public bool fetchColorBuffer = true; - /// - /// The material used to render the full screen pass (typically based on the Fullscreen Shader Graph target). - /// - public Material passMaterial; - - /// - /// The shader pass index that should be used when rendering the assigned material. - /// - public int passIndex = 0; - - /// - /// Specifies if the active camera's depth-stencil buffer should be bound when rendering the full screen pass. - /// Disabling this will ensure that the material's depth and stencil commands will have no effect (this could also have a slight performance benefit). - /// - public bool bindDepthStencilAttachment = false; + /// + /// A mask of URP textures that the assigned material will need access to. Requesting unused requirements can degrade + /// performance unnecessarily as URP might need to run additional rendering passes to generate them. + /// + public ScriptableRenderPassInput requirements = ScriptableRenderPassInput.None; - private FullScreenRenderPass m_FullScreenPass; + /// + /// The material used to render the full screen pass (typically based on the Fullscreen Shader Graph target). + /// + public Material passMaterial; - /// - public override void Create() - { - m_FullScreenPass = new FullScreenRenderPass(name); - } + /// + /// The shader pass index that should be used when rendering the assigned material. + /// + public int passIndex = 0; - internal override bool RequireRenderingLayers(bool isDeferred, bool needsGBufferAccurateNormals, out RenderingLayerUtils.Event atEvent, out RenderingLayerUtils.MaskSize maskSize) - { - atEvent = RenderingLayerUtils.Event.Opaque; - maskSize = RenderingLayerUtils.MaskSize.Bits8; - return false; - } + /// + /// Specifies if the active camera's depth-stencil buffer should be bound when rendering the full screen pass. + /// Disabling this will ensure that the material's depth and stencil commands will have no effect (this could also have a slight performance benefit). + /// + public bool bindDepthStencilAttachment = false; - /// - public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) - { - if (renderingData.cameraData.cameraType == CameraType.Preview - || renderingData.cameraData.cameraType == CameraType.Reflection - || UniversalRenderer.IsOffscreenDepthTexture(ref renderingData.cameraData)) - return; + private FullScreenRenderPass m_FullScreenPass; - if (passMaterial == null) + /// + public override void Create() { - Debug.LogWarningFormat("The full screen feature \"{0}\" will not execute - no material is assigned. Please make sure a material is assigned for this feature on the renderer asset.", name); - return; + m_FullScreenPass = new FullScreenRenderPass(name); } - if (passIndex < 0 || passIndex >= passMaterial.passCount) + internal override bool RequireRenderingLayers(bool isDeferred, bool needsGBufferAccurateNormals, out RenderingLayerUtils.Event atEvent, out RenderingLayerUtils.MaskSize maskSize) { - Debug.LogWarningFormat("The full screen feature \"{0}\" will not execute - the pass index is out of bounds for the material.", name); - return; + atEvent = RenderingLayerUtils.Event.Opaque; + maskSize = RenderingLayerUtils.MaskSize.Bits8; + return false; } - m_FullScreenPass.renderPassEvent = (RenderPassEvent)injectionPoint; - m_FullScreenPass.ConfigureInput(requirements); - m_FullScreenPass.SetupMembers(passMaterial, passIndex, fetchColorBuffer, bindDepthStencilAttachment); - - m_FullScreenPass.requiresIntermediateTexture = fetchColorBuffer; - - renderer.EnqueuePass(m_FullScreenPass); - } - - /// - protected override void Dispose(bool disposing) - { - m_FullScreenPass.Dispose(); - } - - internal class FullScreenRenderPass : ScriptableRenderPass - { - private Material m_Material; - private int m_PassIndex; - private bool m_FetchActiveColor; - private bool m_BindDepthStencilAttachment; - private RTHandle m_CopiedColor; - - private static MaterialPropertyBlock s_SharedPropertyBlock = new MaterialPropertyBlock(); - - public FullScreenRenderPass(string passName) + /// + public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { - profilingSampler = new ProfilingSampler(passName); - } + if (renderingData.cameraData.cameraType == CameraType.Preview + || renderingData.cameraData.cameraType == CameraType.Reflection + || UniversalRenderer.IsOffscreenDepthTexture(ref renderingData.cameraData)) + return; - public void SetupMembers(Material material, int passIndex, bool fetchActiveColor, bool bindDepthStencilAttachment) - { - m_Material = material; - m_PassIndex = passIndex; - m_FetchActiveColor = fetchActiveColor; - m_BindDepthStencilAttachment = bindDepthStencilAttachment; - } + if (passMaterial == null) + { + Debug.LogWarningFormat("The full screen feature \"{0}\" will not execute - no material is assigned. Please make sure a material is assigned for this feature on the renderer asset.", name); + return; + } - [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] - public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) - { - // Disable obsolete warning for internal usage - #pragma warning disable CS0618 - // FullScreenPass manages its own RenderTarget. - // ResetTarget here so that ScriptableRenderer's active attachement can be invalidated when processing this ScriptableRenderPass. - ResetTarget(); - #pragma warning restore CS0618 - - if (m_FetchActiveColor) - ReAllocate(renderingData.cameraData.cameraTargetDescriptor); - } + if (passIndex < 0 || passIndex >= passMaterial.passCount) + { + Debug.LogWarningFormat("The full screen feature \"{0}\" will not execute - the pass index is out of bounds for the material.", name); + return; + } - internal void ReAllocate(RenderTextureDescriptor desc) - { - desc.msaaSamples = 1; - desc.depthStencilFormat = GraphicsFormat.None; - RenderingUtils.ReAllocateHandleIfNeeded(ref m_CopiedColor, desc, name: "_FullscreenPassColorCopy"); - } + m_FullScreenPass.renderPassEvent = (RenderPassEvent)injectionPoint; + m_FullScreenPass.ConfigureInput(requirements); + m_FullScreenPass.SetupMembers(passMaterial, passIndex, fetchColorBuffer, bindDepthStencilAttachment); - public void Dispose() - { - m_CopiedColor?.Release(); + m_FullScreenPass.requiresIntermediateTexture = fetchColorBuffer; + + renderer.EnqueuePass(m_FullScreenPass); } - private static void ExecuteCopyColorPass(RasterCommandBuffer cmd, RTHandle sourceTexture) + /// + protected override void Dispose(bool disposing) { - Blitter.BlitTexture(cmd, sourceTexture, new Vector4(1, 1, 0, 0), 0.0f, false); + m_FullScreenPass.Dispose(); } - private static void ExecuteMainPass(RasterCommandBuffer cmd, RTHandle sourceTexture, Material material, int passIndex) + internal class FullScreenRenderPass : ScriptableRenderPass { - s_SharedPropertyBlock.Clear(); - if (sourceTexture != null) - s_SharedPropertyBlock.SetTexture(ShaderPropertyId.blitTexture, sourceTexture); + private Material m_Material; + private int m_PassIndex; + private bool m_FetchActiveColor; + private bool m_BindDepthStencilAttachment; + private RTHandle m_CopiedColor; - // We need to set the "_BlitScaleBias" uniform for user materials with shaders relying on core Blit.hlsl to work - s_SharedPropertyBlock.SetVector(ShaderPropertyId.blitScaleBias, new Vector4(1, 1, 0, 0)); + private static MaterialPropertyBlock s_SharedPropertyBlock = new MaterialPropertyBlock(); - cmd.DrawProcedural(Matrix4x4.identity, material, passIndex, MeshTopology.Triangles, 3, 1, s_SharedPropertyBlock); - } + public FullScreenRenderPass(string passName) + { + profilingSampler = new ProfilingSampler(passName); + } - [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] - public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) - { - ref var cameraData = ref renderingData.cameraData; - var cmd = renderingData.commandBuffer; + public void SetupMembers(Material material, int passIndex, bool fetchActiveColor, bool bindDepthStencilAttachment) + { + m_Material = material; + m_PassIndex = passIndex; + m_FetchActiveColor = fetchActiveColor; + m_BindDepthStencilAttachment = bindDepthStencilAttachment; + } - using (new ProfilingScope(cmd, profilingSampler)) + [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] + public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { - RasterCommandBuffer rasterCmd = CommandBufferHelpers.GetRasterCommandBuffer(cmd); + // Disable obsolete warning for internal usage + #pragma warning disable CS0618 + // FullScreenPass manages its own RenderTarget. + // ResetTarget here so that ScriptableRenderer's active attachement can be invalidated when processing this ScriptableRenderPass. + ResetTarget(); + #pragma warning restore CS0618 + if (m_FetchActiveColor) - { - CoreUtils.SetRenderTarget(cmd, m_CopiedColor); - ExecuteCopyColorPass(rasterCmd, cameraData.renderer.cameraColorTargetHandle); - } + ReAllocate(renderingData.cameraData.cameraTargetDescriptor); + } - if (m_BindDepthStencilAttachment) - CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle, cameraData.renderer.cameraDepthTargetHandle); - else - CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle); + internal void ReAllocate(RenderTextureDescriptor desc) + { + desc.msaaSamples = 1; + desc.depthStencilFormat = GraphicsFormat.None; + RenderingUtils.ReAllocateHandleIfNeeded(ref m_CopiedColor, desc, name: "_FullscreenPassColorCopy"); + } - ExecuteMainPass(rasterCmd, m_FetchActiveColor ? m_CopiedColor : null, m_Material, m_PassIndex); + public void Dispose() + { + m_CopiedColor?.Release(); } - } - public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) - { - UniversalResourceData resourcesData = frameData.Get(); - UniversalCameraData cameraData = frameData.Get(); + private static void ExecuteCopyColorPass(RasterCommandBuffer cmd, RTHandle sourceTexture) + { + Blitter.BlitTexture(cmd, sourceTexture, new Vector4(1, 1, 0, 0), 0.0f, false); + } + + private static void ExecuteMainPass(RasterCommandBuffer cmd, RTHandle sourceTexture, Material material, int passIndex) + { + s_SharedPropertyBlock.Clear(); + if (sourceTexture != null) + s_SharedPropertyBlock.SetTexture(ShaderPropertyId.blitTexture, sourceTexture); - TextureHandle source, destination; + // We need to set the "_BlitScaleBias" uniform for user materials with shaders relying on core Blit.hlsl to work + s_SharedPropertyBlock.SetVector(ShaderPropertyId.blitScaleBias, new Vector4(1, 1, 0, 0)); - Debug.Assert(resourcesData.cameraColor.IsValid()); + cmd.DrawProcedural(Matrix4x4.identity, material, passIndex, MeshTopology.Triangles, 3, 1, s_SharedPropertyBlock); + } - if (m_FetchActiveColor) + [Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)] + public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { - var targetDesc = renderGraph.GetTextureDesc(resourcesData.cameraColor); - targetDesc.name = "_CameraColorFullScreenPass"; - targetDesc.clearBuffer = false; + ref var cameraData = ref renderingData.cameraData; + var cmd = renderingData.commandBuffer; - source = resourcesData.activeColorTexture; - destination = renderGraph.CreateTexture(targetDesc); - - using (var builder = renderGraph.AddRasterRenderPass("Copy Color Full Screen", out var passData, profilingSampler)) + using (new ProfilingScope(cmd, profilingSampler)) { - passData.inputTexture = source; - builder.UseTexture(passData.inputTexture, AccessFlags.Read); + RasterCommandBuffer rasterCmd = CommandBufferHelpers.GetRasterCommandBuffer(cmd); + if (m_FetchActiveColor) + { + CoreUtils.SetRenderTarget(cmd, m_CopiedColor); + ExecuteCopyColorPass(rasterCmd, cameraData.renderer.cameraColorTargetHandle); + } - builder.SetRenderAttachment(destination, 0, AccessFlags.Write); + if (m_BindDepthStencilAttachment) + CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle, cameraData.renderer.cameraDepthTargetHandle); + else + CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle); - builder.SetRenderFunc((CopyPassData data, RasterGraphContext rgContext) => - { - ExecuteCopyColorPass(rgContext.cmd, data.inputTexture); - }); + ExecuteMainPass(rasterCmd, m_FetchActiveColor ? m_CopiedColor : null, m_Material, m_PassIndex); } - - //Swap for next pass; - source = destination; } - else + + public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { - source = TextureHandle.nullHandle; - } + UniversalResourceData resourcesData = frameData.Get(); + UniversalCameraData cameraData = frameData.Get(); - destination = resourcesData.activeColorTexture; + TextureHandle source, destination; + Debug.Assert(resourcesData.cameraColor.IsValid()); - using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler)) - { - passData.material = m_Material; - passData.passIndex = m_PassIndex; + if (m_FetchActiveColor) + { + var targetDesc = renderGraph.GetTextureDesc(resourcesData.cameraColor); + targetDesc.name = "_CameraColorFullScreenPass"; + targetDesc.clearBuffer = false; - passData.inputTexture = source; + source = resourcesData.activeColorTexture; + destination = renderGraph.CreateTexture(targetDesc); + + using (var builder = renderGraph.AddRasterRenderPass("Copy Color Full Screen", out var passData, profilingSampler)) + { + passData.inputTexture = source; + builder.UseTexture(passData.inputTexture, AccessFlags.Read); - if(passData.inputTexture.IsValid()) - builder.UseTexture(passData.inputTexture, AccessFlags.Read); + builder.SetRenderAttachment(destination, 0, AccessFlags.Write); - bool needsColor = (input & ScriptableRenderPassInput.Color) != ScriptableRenderPassInput.None; - bool needsDepth = (input & ScriptableRenderPassInput.Depth) != ScriptableRenderPassInput.None; - bool needsMotion = (input & ScriptableRenderPassInput.Motion) != ScriptableRenderPassInput.None; - bool needsNormal = (input & ScriptableRenderPassInput.Normal) != ScriptableRenderPassInput.None; + builder.SetRenderFunc((CopyPassData data, RasterGraphContext rgContext) => + { + ExecuteCopyColorPass(rgContext.cmd, data.inputTexture); + }); + } - if (needsColor) - { - Debug.Assert(resourcesData.cameraOpaqueTexture.IsValid()); - builder.UseTexture(resourcesData.cameraOpaqueTexture); + //Swap for next pass; + source = destination; } - - if (needsDepth) + else { - Debug.Assert(resourcesData.cameraDepthTexture.IsValid()); - builder.UseTexture(resourcesData.cameraDepthTexture); + source = TextureHandle.nullHandle; } - if (needsMotion) - { - Debug.Assert(resourcesData.motionVectorColor.IsValid()); - builder.UseTexture(resourcesData.motionVectorColor); - Debug.Assert(resourcesData.motionVectorDepth.IsValid()); - builder.UseTexture(resourcesData.motionVectorDepth); - } + destination = resourcesData.activeColorTexture; - if (needsNormal) + + using (var builder = renderGraph.AddRasterRenderPass(passName, out var passData, profilingSampler)) { - Debug.Assert(resourcesData.cameraNormalsTexture.IsValid()); - builder.UseTexture(resourcesData.cameraNormalsTexture); - } + passData.material = m_Material; + passData.passIndex = m_PassIndex; + + passData.inputTexture = source; + + if(passData.inputTexture.IsValid()) + builder.UseTexture(passData.inputTexture, AccessFlags.Read); + + bool needsColor = (input & ScriptableRenderPassInput.Color) != ScriptableRenderPassInput.None; + bool needsDepth = (input & ScriptableRenderPassInput.Depth) != ScriptableRenderPassInput.None; + bool needsMotion = (input & ScriptableRenderPassInput.Motion) != ScriptableRenderPassInput.None; + bool needsNormal = (input & ScriptableRenderPassInput.Normal) != ScriptableRenderPassInput.None; + + if (needsColor) + { + Debug.Assert(resourcesData.cameraOpaqueTexture.IsValid()); + builder.UseTexture(resourcesData.cameraOpaqueTexture); + } + + if (needsDepth) + { + Debug.Assert(resourcesData.cameraDepthTexture.IsValid()); + builder.UseTexture(resourcesData.cameraDepthTexture); + } + + if (needsMotion) + { + Debug.Assert(resourcesData.motionVectorColor.IsValid()); + builder.UseTexture(resourcesData.motionVectorColor); + Debug.Assert(resourcesData.motionVectorDepth.IsValid()); + builder.UseTexture(resourcesData.motionVectorDepth); + } + + if (needsNormal) + { + Debug.Assert(resourcesData.cameraNormalsTexture.IsValid()); + builder.UseTexture(resourcesData.cameraNormalsTexture); + } - builder.SetRenderAttachment(destination, 0, AccessFlags.Write); + builder.SetRenderAttachment(destination, 0, AccessFlags.Write); - if (m_BindDepthStencilAttachment) - builder.SetRenderAttachmentDepth(resourcesData.activeDepthTexture, AccessFlags.Write); + if (m_BindDepthStencilAttachment) + builder.SetRenderAttachmentDepth(resourcesData.activeDepthTexture, AccessFlags.Write); - builder.SetRenderFunc((MainPassData data, RasterGraphContext rgContext) => - { - ExecuteMainPass(rgContext.cmd, data.inputTexture, data.material, data.passIndex); - }); + builder.SetRenderFunc((MainPassData data, RasterGraphContext rgContext) => + { + ExecuteMainPass(rgContext.cmd, data.inputTexture, data.material, data.passIndex); + }); + } } - } - private class CopyPassData - { - internal TextureHandle inputTexture; - } + private class CopyPassData + { + internal TextureHandle inputTexture; + } - private class MainPassData - { - internal Material material; - internal int passIndex; - internal TextureHandle inputTexture; + private class MainPassData + { + internal Material material; + internal int passIndex; + internal TextureHandle inputTexture; + } } } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.migration.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.migration.cs index 28431a3126c..c0fa826ffbc 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.migration.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature.migration.cs @@ -1,79 +1,82 @@ -using UnityEngine; using UnityEditor; -using UnityEngine.Rendering.Universal; +using UnityEngine.Scripting.APIUpdating; -public partial class FullScreenPassRendererFeature : ISerializationCallbackReceiver +namespace UnityEngine.Rendering.Universal { - private enum Version + [MovedFrom("")] + public partial class FullScreenPassRendererFeature : ISerializationCallbackReceiver { - // * Uninitialised is a special last entry that will only ever be set on newly created objects or objects - // which were previously serialised with no Version member at all. - // * We distinguish between new objects and the unversioned objects based on if we first see this value during - // serialization or during deserialization respectively. - Uninitialised = -1, - - Initial, - AddFetchColorBufferCheckbox, + private enum Version + { + // * Uninitialised is a special last entry that will only ever be set on newly created objects or objects + // which were previously serialised with no Version member at all. + // * We distinguish between new objects and the unversioned objects based on if we first see this value during + // serialization or during deserialization respectively. + Uninitialised = -1, - // These two entries should remain at the end of the enum and new version should be added before Count - Count, - Latest = Count - 1, - } + Initial, + AddFetchColorBufferCheckbox, - [SerializeField] - [HideInInspector] - private Version m_Version = Version.Uninitialised; + // These two entries should remain at the end of the enum and new version should be added before Count + Count, + Latest = Count - 1, + } - private void UpgradeIfNeeded() - { - // As we rely on serialization/deserialization order to initialize the version as player might have restricions - // on when and if serialization is done skipping any upgrading at runtime to avoid accidentally doing the - // upgrade on the latest version. Upgrading at runtime does not really have much utility as it would mean - // that the asset would need to have been produced in an editor which is an earlier build version than the player -#if UNITY_EDITOR - if (m_Version == Version.Latest) - return; + [SerializeField] + [HideInInspector] + private Version m_Version = Version.Uninitialised; - if(m_Version == Version.Initial) + private void UpgradeIfNeeded() { - // * Previously the ScriptableRenderPassInput.Color requirement was repurposed to mean "copy the active - // color target" even though it is typically used to request '_CameraOpaqueTexture' and the copy color pass. - // * From now on, the "Fetch Color Buffer" choice will be a separate checkbox to remove the inconsistent - // meaning and to allow using the '_CameraOpaqueTexture' if one wants to as well. - fetchColorBuffer = requirements.HasFlag(ScriptableRenderPassInput.Color); + // As we rely on serialization/deserialization order to initialize the version as player might have restricions + // on when and if serialization is done skipping any upgrading at runtime to avoid accidentally doing the + // upgrade on the latest version. Upgrading at runtime does not really have much utility as it would mean + // that the asset would need to have been produced in an editor which is an earlier build version than the player + #if UNITY_EDITOR + if (m_Version == Version.Latest) + return; + + if(m_Version == Version.Initial) + { + // * Previously the ScriptableRenderPassInput.Color requirement was repurposed to mean "copy the active + // color target" even though it is typically used to request '_CameraOpaqueTexture' and the copy color pass. + // * From now on, the "Fetch Color Buffer" choice will be a separate checkbox to remove the inconsistent + // meaning and to allow using the '_CameraOpaqueTexture' if one wants to as well. + fetchColorBuffer = requirements.HasFlag(ScriptableRenderPassInput.Color); - // As the Color flag was being masked out during actual rendering we can safely disable it. - requirements &= ~ScriptableRenderPassInput.Color; + // As the Color flag was being masked out during actual rendering we can safely disable it. + requirements &= ~ScriptableRenderPassInput.Color; - m_Version++; + m_Version++; + } + // Put the next upgrader in an "if" here (not "else if" as they migh all need to run) + + // Making sure SetDirty is called once after deserialization + EditorApplication.delayCall += () => + { + if (this) + EditorUtility.SetDirty(this); + }; + #endif } - // Put the next upgrader in an "if" here (not "else if" as they migh all need to run) - // Making sure SetDirty is called once after deserialization - EditorApplication.delayCall += () => + /// + void ISerializationCallbackReceiver.OnBeforeSerialize() { - if (this) - EditorUtility.SetDirty(this); - }; -#endif - } - - /// - void ISerializationCallbackReceiver.OnBeforeSerialize() - { - // This should only ever be true the first time we're serializing a newly created object - if (m_Version == Version.Uninitialised) - m_Version = Version.Latest; - } + // This should only ever be true the first time we're serializing a newly created object + if (m_Version == Version.Uninitialised) + m_Version = Version.Latest; + } - /// - void ISerializationCallbackReceiver.OnAfterDeserialize() - { - // The 'Uninitialised' version is expected to only occur during deserialization for objects that were previously - // serialized before we added the m_Version field - if (m_Version == Version.Uninitialised) - m_Version = Version.Initial; + /// + void ISerializationCallbackReceiver.OnAfterDeserialize() + { + // The 'Uninitialised' version is expected to only occur during deserialization for objects that were previously + // serialized before we added the m_Version field + if (m_Version == Version.Uninitialised) + m_Version = Version.Initial; - UpgradeIfNeeded(); + UpgradeIfNeeded(); + } } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature_OldGUID.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature_OldGUID.cs new file mode 100644 index 00000000000..52759072bba --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature_OldGUID.cs @@ -0,0 +1,44 @@ +// UUM-92491: This solve an issue where in 2022.3 FullScreenPassRendererFeature got introduced with another +// guid than in the 6000.0 version. To update the GUID, we are bound to this strange inheritance and migration. +// See also FullScreenPassRendererFeature_OldGUIDEditor, for the in editor downcasting. + +#if UNITY_EDITOR +using UnityEditor; +#endif +using UnityEngine; + + +[System.Obsolete("Kept for migration purpose only. Do not use (see script for more info) #from(6000.0) (UnityUpgradable) -> FullScreenPassRendererFeature", true)] +class FullScreenPassRendererFeature_OldGUID : UnityEngine.Rendering.Universal.FullScreenPassRendererFeature, ISerializationCallbackReceiver +{ + void ISerializationCallbackReceiver.OnAfterDeserialize() + { +#if UNITY_EDITOR + // InternalCreate cannot be called in serialization callback... Delaying + EditorApplication.delayCall += DownCast; +#endif + } + +#if UNITY_EDITOR + void DownCast() + { + if (this == null || this.Equals(null)) return; + + const string newGUID = "b00045f12942b46c698459096c89274e"; + const string oldGUID = "6d613f08f173d4dd895bb07b3230baa9"; + + // Check current GUID to be extra sure it is the old one to update + var serializedObject = new SerializedObject(this); + var scriptProperty = serializedObject.FindProperty("m_Script"); + MonoScript currentScript = scriptProperty.objectReferenceValue as MonoScript; + AssetDatabase.TryGetGUIDAndLocalFileIdentifier(currentScript.GetInstanceID(), out var currentGUID, out var _); + if (currentGUID != oldGUID) + return; + + // Mutate to base FullScreenPassRendererFeature script + var newScript = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(newGUID)); + scriptProperty.objectReferenceValue = newScript; + serializedObject.ApplyModifiedProperties(); + } +#endif +} diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature_OldGUID.cs.meta b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature_OldGUID.cs.meta new file mode 100644 index 00000000000..8028956fc52 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/FullScreenPassRendererFeature_OldGUID.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6d613f08f173d4dd895bb07b3230baa9 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/ScreenSpaceAmbientOcclusion.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/ScreenSpaceAmbientOcclusion.cs index dbc6f0fc088..8ba3d62d8ef 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/ScreenSpaceAmbientOcclusion.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RendererFeatures/ScreenSpaceAmbientOcclusion.cs @@ -58,6 +58,55 @@ internal enum BlurQualityOptions Low, // Kawase } } + + [Serializable] + [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] + [Categorization.CategoryInfo(Name = "R: SSAO Shader", Order = 1000)] + [Categorization.ElementInfo(Order = 0), HideInInspector] + class ScreenSpaceAmbientOcclusionPersistentResources : IRenderPipelineResources + { + [SerializeField] + [ResourcePath("Shaders/Utils/ScreenSpaceAmbientOcclusion.shader")] + Shader m_Shader; + + public Shader Shader + { + get => m_Shader; + set => this.SetValueAndNotify(ref m_Shader, value); + } + + public bool isAvailableInPlayerBuild => true; + + [SerializeField][HideInInspector] private int m_Version = 0; + + /// Current version of the resource container. Used only for upgrading a project. + public int version => m_Version; + } + + [Serializable] + [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] + [Categorization.CategoryInfo(Name = "R: SSAO Noise Textures", Order = 1000)] + [Categorization.ElementInfo(Order = 0), HideInInspector] + class ScreenSpaceAmbientOcclusionDynamicResources : IRenderPipelineResources + { + [SerializeField] + [ResourceFormattedPaths("Textures/BlueNoise256/LDR_LLL1_{0}.png", 0, 7)] + Texture2D[] m_BlueNoise256Textures; + + public Texture2D[] BlueNoise256Textures + { + get => m_BlueNoise256Textures; + set => this.SetValueAndNotify(ref m_BlueNoise256Textures, value); + } + + public bool isAvailableInPlayerBuild => true; + + [SerializeField][HideInInspector] private int m_Version = 0; + + /// Current version of the resource container. Used only for upgrading a project. + public int version => m_Version; + } + /// /// The class for the SSAO renderer feature. @@ -71,19 +120,11 @@ public class ScreenSpaceAmbientOcclusion : ScriptableRendererFeature // Serialized Fields [SerializeField] private ScreenSpaceAmbientOcclusionSettings m_Settings = new ScreenSpaceAmbientOcclusionSettings(); - [SerializeField] - [HideInInspector] - [Reload("Textures/BlueNoise256/LDR_LLL1_{0}.png", 0, 7)] - internal Texture2D[] m_BlueNoise256Textures; - - [SerializeField] - [HideInInspector] - [Reload("Shaders/Utils/ScreenSpaceAmbientOcclusion.shader")] - private Shader m_Shader; - // Private Fields private Material m_Material; private ScreenSpaceAmbientOcclusionPass m_SSAOPass = null; + private Shader m_Shader; + private Texture2D[] m_BlueNoise256Textures; // Internal / Constants internal ref ScreenSpaceAmbientOcclusionSettings settings => ref m_Settings; @@ -97,13 +138,10 @@ public class ScreenSpaceAmbientOcclusion : ScriptableRendererFeature internal const string k_SampleCountLowKeyword = "_SAMPLE_COUNT_LOW"; internal const string k_SampleCountMediumKeyword = "_SAMPLE_COUNT_MEDIUM"; internal const string k_SampleCountHighKeyword = "_SAMPLE_COUNT_HIGH"; - + /// public override void Create() { -#if UNITY_EDITOR - ResourceReloader.TryReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath); -#endif // Create the pass... if (m_SSAOPass == null) m_SSAOPass = new ScreenSpaceAmbientOcclusionPass(); @@ -130,17 +168,12 @@ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingD if (UniversalRenderer.IsOffscreenDepthTexture(ref renderingData.cameraData)) return; - if (!GetMaterials()) - { - Debug.LogErrorFormat("{0}.AddRenderPasses(): Missing material. {1} render pass will not be added.", GetType().Name, name); + if (!TryPrepareResources()) return; - } bool shouldAdd = m_SSAOPass.Setup(ref m_Settings, ref renderer, ref m_Material, ref m_BlueNoise256Textures); - if (shouldAdd) - { + if (shouldAdd) renderer.EnqueuePass(m_SSAOPass); - } } /// @@ -151,11 +184,42 @@ protected override void Dispose(bool disposing) CoreUtils.Destroy(m_Material); } - private bool GetMaterials() + bool TryPrepareResources() { + if (m_Shader == null) + { + if (!GraphicsSettings.TryGetRenderPipelineSettings(out var ssaoPersistentResources)) + { + Debug.LogErrorFormat( + $"Couldn't find the required resources for the {nameof(ScreenSpaceAmbientOcclusion)} render feature. If this exception appears in the Player, make sure at least one {nameof(ScreenSpaceAmbientOcclusion)} render feature is enabled or adjust your stripping settings."); + return false; + } + + m_Shader = ssaoPersistentResources.Shader; + } + + if (m_Settings.AOMethod == ScreenSpaceAmbientOcclusionSettings.AOMethodOptions.BlueNoise && (m_BlueNoise256Textures == null || m_BlueNoise256Textures.Length == 0)) + { + if (!GraphicsSettings.TryGetRenderPipelineSettings(out var ssaoDynamicResources)) + { + Debug.LogErrorFormat($"Couldn't load {nameof(ScreenSpaceAmbientOcclusionDynamicResources.BlueNoise256Textures)}. If this exception appears in the Player, please check the SSAO options for {nameof(ScreenSpaceAmbientOcclusion)} or adjust your stripping settings"); + return false; + } + + m_BlueNoise256Textures = ssaoDynamicResources.BlueNoise256Textures; + } + if (m_Material == null && m_Shader != null) m_Material = CoreUtils.CreateEngineMaterial(m_Shader); - return m_Material != null; + + if (m_Material == null) + { + Debug.LogError($"{GetType().Name}.AddRenderPasses(): Missing material. {name} render pass will not be added."); + return false; + } + + return true; + } } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs index 4fb15c0c4f5..973da7166bd 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs @@ -581,7 +581,7 @@ internal static bool SequenceEqual(RTHandle[] left, RTHandle[] right) return false; for (int i = 0; i < left.Length; ++i) - if (left[i].nameID != right[i].nameID) + if (left[i]?.nameID != right[i]?.nameID) return false; return true; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index 79c53ffe838..cc175be64a7 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -2282,29 +2282,26 @@ void InternalFinishRenderingExecute(ScriptableRenderContext context, CommandBuff private protected int AdjustAndGetScreenMSAASamples(RenderGraph renderGraph, bool useIntermediateColorTarget) { - #if UNITY_EDITOR - // In the editor, the system render target is always allocated with no msaa - // See: ConfigureTargetTexture in PlayModeView.cs - return 1; - #else - // In the players, when URP main rendering is done to an intermediate target and NRP enabled - // we disable multisampling for the system backbuffer as a bandwidth optimization - // doing so, we avoid storing costly msaa samples back to system memory for nothing - bool canOptimizeScreenMSAASamples = UniversalRenderPipeline.canOptimizeScreenMSAASamples - && useIntermediateColorTarget - && renderGraph.nativeRenderPassesEnabled - && Screen.msaaSamples > 1; - - if (canOptimizeScreenMSAASamples) - { - Screen.SetMSAASamples(1); - } + // In the editor (ConfigureTargetTexture in PlayModeView.cs) and many platforms, the system render target is always allocated without MSAA + if (!SystemInfo.supportsMultisampledBackBuffer) return 1; + + // For mobile platforms, when URP main rendering is done to an intermediate target and NRP enabled + // we disable multisampling for the system render target as a bandwidth optimization + // doing so, we avoid storing costly MSAA samples back to system memory for nothing + bool canOptimizeScreenMSAASamples = UniversalRenderPipeline.canOptimizeScreenMSAASamples + && useIntermediateColorTarget + && renderGraph.nativeRenderPassesEnabled + && Screen.msaaSamples > 1; + + if (canOptimizeScreenMSAASamples) + { + Screen.SetMSAASamples(1); + } - // iOS and macOS corner case - bool screenAPIHasOneFrameDelay = (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.IPhonePlayer); + // iOS and macOS corner case + bool screenAPIHasOneFrameDelay = (Application.platform == RuntimePlatform.OSXPlayer || Application.platform == RuntimePlatform.IPhonePlayer); - return screenAPIHasOneFrameDelay ? Mathf.Max(UniversalRenderPipeline.startFrameScreenMSAASamples, 1) : Mathf.Max(Screen.msaaSamples, 1); - #endif + return screenAPIHasOneFrameDelay ? Mathf.Max(UniversalRenderPipeline.startFrameScreenMSAASamples, 1) : Mathf.Max(Screen.msaaSamples, 1); } internal static void SortStable(List list) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRendererData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRendererData.cs index a62e0470509..2bb9245be4a 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRendererData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/ScriptableRendererData.cs @@ -19,6 +19,18 @@ public abstract partial class ScriptableRendererData : ScriptableObject { internal bool isInvalidated { get; set; } + internal virtual bool stripShadowsOffVariants + { + get => m_StripShadowsOffVariants; + set => m_StripShadowsOffVariants = value; + } + + internal virtual bool stripAdditionalLightOffVariants + { + get => m_StripAdditionalLightOffVariants; + set => m_StripAdditionalLightOffVariants = value; + } + /// /// Creates the instance of the ScriptableRenderer. /// @@ -28,6 +40,10 @@ public abstract partial class ScriptableRendererData : ScriptableObject [SerializeField] internal List m_RendererFeatures = new List(10); [SerializeField] internal List m_RendererFeatureMap = new List(10); [SerializeField] bool m_UseNativeRenderPass = false; + [NonSerialized] + bool m_StripShadowsOffVariants = false; + [NonSerialized] + bool m_StripAdditionalLightOffVariants = false; /// /// List of additional render pass features for this renderer. diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Settings/RenderGraphSettings.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Settings/RenderGraphSettings.cs index 8419e6faf86..57dca0a24a8 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Settings/RenderGraphSettings.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Settings/RenderGraphSettings.cs @@ -3,8 +3,34 @@ namespace UnityEngine.Rendering.Universal { /// - /// Settings for Render Graph + /// A graphics settings container for settings related to Render Graph for . /// + /// + /// To change those settings, go to Editor > Project Settings in the Graphics tab (URP). + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// + /// + /// This example demonstrates how to determine whether your project uses RenderGraph in URP. + /// + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public static class URPRenderGraphHelper + /// { + /// public static bool enabled + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<RenderGraphSettings>(); + /// if (gs == null) //not in URP + /// return false; + /// return !gs.enableRenderCompatibilityMode; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "Render Graph", Order = 50)] @@ -20,7 +46,7 @@ internal enum Version : int [SerializeField][HideInInspector] private Version m_Version; - /// Current version. + /// Current version of the settings container. Used only for upgrading a project. public int version => (int)m_Version; #endregion diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPDefaultVolumeProfileSetting.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPDefaultVolumeProfileSetting.cs index 37e250565eb..2ad51c6f066 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPDefaultVolumeProfileSetting.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPDefaultVolumeProfileSetting.cs @@ -7,8 +7,34 @@ namespace UnityEngine.Rendering.Universal { /// - /// Settings class that stores the default volume profile for Volume Framework. + /// A Graphics Settings container for the default used by . /// + /// + /// To change those settings, go to Editor > Project Settings in the Graphics tab (URP). + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// + /// + /// This example demonstrates how to get the default volume profile used by URP. + /// + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public static class URPDefaultVolumeProfileHelper + /// { + /// public static VolumeProfile volumeProfile + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<URPDefaultVolumeProfileSettings>(); + /// if (gs == null) //not in URP + /// return null; + /// return gs.volumeProfile; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "Volume", Order = 0)] @@ -23,7 +49,19 @@ internal enum Version : int [SerializeField][HideInInspector] Version m_Version; - /// Current version. + /// + /// Gets the current version of the volume profile settings. + /// + /// + /// The version number tracks the changes made to the settings over time. It can be used to handle migration + /// of older settings in the future when updates are made to the system. + /// + /// + /// + /// // Get the current version of the volume profile settings + /// int currentVersion = GraphicsSettings.GetRenderPipelineSettings<URPDefaultVolumeProfileSettings>().version; + /// + /// public int version => (int)m_Version; #endregion @@ -31,15 +69,27 @@ internal enum Version : int VolumeProfile m_VolumeProfile; /// - /// The default volume profile asset. + /// Gets or sets the default volume profile asset. /// + /// + /// This property allows you to configure the default volume profile used by the Volume Framework. + /// Setting this property will automatically update the volume profile used by the system. + /// + /// + /// + /// // Set the default volume profile to a new profile + /// var urpDefaultVolumeProfileSettings = GraphicsSettings.GetRenderPipelineSettings<URPDefaultVolumeProfileSettings>(); + /// urpDefaultVolumeProfileSettings.volumeProfile = newVolumeProfile; + /// + /// public VolumeProfile volumeProfile { get => m_VolumeProfile; set => this.SetValueAndNotify(ref m_VolumeProfile, value); } } - + + #if UNITY_EDITOR //Overriding "Reset" in menu that is not called at URPDefaultVolumeProfileSettings creation such Reset() struct ResetImplementation : IRenderPipelineGraphicsSettingsContextMenu diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPShaderStrippingSetting.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPShaderStrippingSetting.cs index 0041d19010e..c5b84d28aec 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPShaderStrippingSetting.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPShaderStrippingSetting.cs @@ -3,8 +3,36 @@ namespace UnityEngine.Rendering.Universal { /// - /// Class that stores the shader stripping settings that are specific for + /// A Graphics Settings container for settings related to shader stripping for . /// + /// + /// To change those settings, go to Editor > Project Settings in the Graphics tab (URP). + /// Changing this through the API is only allowed in the Editor. In the Player, this raises an error. + /// + /// This container is removed from all build Players. + /// + /// + /// + /// Here is an example of how to determine if your project strips shader variants when building a Player with URP. + /// + /// using UnityEngine.Rendering; + /// using UnityEngine.Rendering.Universal; + /// + /// public static class URPShaderStrippingHelper + /// { + /// public static bool enabled + /// { + /// get + /// { + /// var gs = GraphicsSettings.GetRenderPipelineSettings<URPShaderStrippingSetting>(); + /// if (gs == null) //not in URP or in a Player + /// return false; + /// return gs.stripUnusedVariants; + /// } + /// } + /// } + /// + /// [Serializable] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "Additional Shader Stripping Settings", Order = 40)] @@ -20,7 +48,7 @@ internal enum Version : int [SerializeField][HideInInspector] private Version m_Version; - /// Current version. + /// Indicates the current version of this settings container. Used exclusively for project upgrades. public int version => (int)m_Version; #endregion diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs index fb7de29ad16..25a2b2d1bbc 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs @@ -275,6 +275,14 @@ public static void UpdateVolumeStack(this Camera camera, UniversalAdditionalCame { Assert.IsNotNull(cameraData, "cameraData can not be null when updating the volume stack."); + // UUM-91000: The UpdateVolumeStack may happens before the pipeline is constructed. + // Repro: enter play mode with a script that trigger this API at Start. + if (!VolumeManager.instance.isInitialized) + { + Debug.LogError($"{nameof(UpdateVolumeStack)} must not be called before {nameof(VolumeManager)}.{nameof(VolumeManager.instance)}.{nameof(VolumeManager.instance.Initialize)}. If you tries calling this from Awake or Start, try instead to use the {nameof(RenderPipelineManager)}.{nameof(RenderPipelineManager.activeRenderPipelineCreated)} callback to be sure your render pipeline is fully initialized before calling this."); + return; + } + // We only update the local volume stacks for cameras set to ViaScripting. // Otherwise it will be updated in the frame. if (cameraData.requiresVolumeFrameworkUpdate) diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 73f49456278..88051430d5f 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -1011,7 +1011,7 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera // Apply XR display's viewport scale to URP's dynamic resolution solution float scaleToApply = XRSystem.GetRenderViewportScale(); - if (baseCamera.allowDynamicResolution && XRSystem.GetDynamicResolutionScale() < 1.0f) + if (XRSystem.GetDynamicResolutionScale() < 1.0f) { // If XR dynamic resolution is enabled use the XRSystem dynamic resolution scale // Smaller than 1.0 renderViewport scale are not supported to have the best performance gain @@ -2424,5 +2424,19 @@ private static void SetupScreenMSAASamplesState(int cameraCount) // Save ScreenMSAASamples value at beginning of the frame, useful for iOS/macOS startFrameScreenMSAASamples = Screen.msaaSamples; } + +#if UNITY_EDITOR + protected override bool IsPreviewSupported(Camera camera, out string reason) + { + if (camera != null + && camera.TryGetComponent(out var additionalData) + && additionalData.renderType == CameraRenderType.Overlay) + { + reason = "Overlay camera cannot be previewed directly.\nYou need to use a base camera instead."; + return false; + } + return base.IsPreviewSupported(camera, out reason); + } +#endif } } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs index 7e31e93a4dd..358e993717c 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs @@ -1068,6 +1068,7 @@ public static void InitializeShaderGlobalKeywords() ShaderGlobalKeywords.SoftShadows = GlobalKeyword.Create(ShaderKeywordStrings.SoftShadows); ShaderGlobalKeywords.SoftShadowsLow = GlobalKeyword.Create(ShaderKeywordStrings.SoftShadowsLow); ShaderGlobalKeywords.SoftShadowsMedium = GlobalKeyword.Create(ShaderKeywordStrings.SoftShadowsMedium); + ShaderGlobalKeywords.SoftShadowsHigh = GlobalKeyword.Create(ShaderKeywordStrings.SoftShadowsHigh); ShaderGlobalKeywords.MixedLightingSubtractive = GlobalKeyword.Create(ShaderKeywordStrings.MixedLightingSubtractive); ShaderGlobalKeywords.LightmapShadowMixing = GlobalKeyword.Create(ShaderKeywordStrings.LightmapShadowMixing); ShaderGlobalKeywords.ShadowsShadowMask = GlobalKeyword.Create(ShaderKeywordStrings.ShadowsShadowMask); @@ -1554,14 +1555,22 @@ internal static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera cam { desc = new RenderTextureDescriptor(cameraData.scaledWidth, cameraData.scaledHeight); desc.graphicsFormat = MakeRenderTextureGraphicsFormat(isHdrEnabled, requestHDRColorBufferPrecision, needsAlpha); + desc.depthBufferBits = (int)CoreUtils.GetDefaultDepthBufferBits(); desc.depthStencilFormat = SystemInfo.GetGraphicsFormat(DefaultFormat.DepthStencil); desc.msaaSamples = msaaSamples; desc.sRGB = (QualitySettings.activeColorSpace == ColorSpace.Linear); } else { + // Note: External texture replaces internal (intermediate) color buffer here, ignoring the configured internal rendering color buffer format. + // This is incorrect. We should use the internal rendering format throughout and blit the result to the external texture at the end (blit could be skipped if the formats match). + // However, this would lead to breaking changes in the URP asset as we would need to move the internal rendering format to the renderer asset. + // This way it could be selected separately for each target. + // Current workflow/workaround is to simply pick a suitable format for the external texture. desc = camera.targetTexture.descriptor; desc.msaaSamples = msaaSamples; + // Note: This does not scale the underlying target size. + // Instead, it is the scaled viewport rect size which means the viewport offset into the target is always (0,0). desc.width = cameraData.scaledWidth; desc.height = cameraData.scaledHeight; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs index a0f64294bae..299382cae26 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderer.cs @@ -56,12 +56,6 @@ public enum UniversalRendererStencilRef /// public sealed partial class UniversalRenderer : ScriptableRenderer { -#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; const int k_AfterFinalBlitPassQueueOffset = k_FinalBlitPassQueueOffset + 1; @@ -221,9 +215,10 @@ internal RenderingMode renderingModeActual { internal DeferredLights deferredLights { get => m_DeferredLights; } internal LayerMask opaqueLayerMask { get; set; } internal LayerMask transparentLayerMask { get; set; } + internal bool shadowTransparentReceive { 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; } + internal GraphicsFormat cameraDepthTextureFormat { get => (m_CameraDepthTextureFormat != DepthFormat.Default) ? (GraphicsFormat)m_CameraDepthTextureFormat : CoreUtils.GetDefaultDepthStencilFormat(); } + internal GraphicsFormat cameraDepthAttachmentFormat { get => (m_CameraDepthAttachmentFormat != DepthFormat.Default) ? (GraphicsFormat)m_CameraDepthAttachmentFormat : CoreUtils.GetDefaultDepthStencilFormat(); } /// /// Constructor for the Universal Renderer. @@ -272,6 +267,7 @@ public UniversalRenderer(UniversalRendererData data) : base(data) m_IntermediateTextureMode = data.intermediateTextureMode; opaqueLayerMask = data.opaqueLayerMask; transparentLayerMask = data.transparentLayerMask; + shadowTransparentReceive = data.shadowTransparentReceive; if (UniversalRenderPipeline.asset?.supportsLightCookies ?? false) { @@ -286,8 +282,8 @@ public UniversalRenderer(UniversalRendererData data) : base(data) m_LightCookieManager = new LightCookieManager(ref settings); } - this.stripShadowsOffVariants = true; - this.stripAdditionalLightOffVariants = true; + this.stripShadowsOffVariants = data.stripShadowsOffVariants; + this.stripAdditionalLightOffVariants = data.stripAdditionalLightOffVariants; #if ENABLE_VR && ENABLE_VR_MODULE #if PLATFORM_WINRT || PLATFORM_ANDROID // AdditionalLightOff variant is available on HL&Quest platform due to performance consideration. @@ -774,7 +770,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re UpdateCameraHistory(cameraData); // Gather render pass input requirements - RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled); + RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled, cameraData.isSceneViewCamera); // Gather render pass require rendering layers event and mask size bool requiresRenderingLayer = RenderingLayerUtils.RequireRenderingLayers(this, rendererFeatures, @@ -808,11 +804,6 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re if (renderingLayerProvidesByDepthNormalPass) renderPassInputs.requiresNormalsTexture = true; -#if UNITY_EDITOR - if (ProbeReferenceVolume.instance.IsProbeSamplingDebugEnabled()) - renderPassInputs.requiresNormalsTexture = true; -#endif - // TODO: investigate the order of call, had to change because of requiresRenderingLayer if (m_DeferredLights != null) { @@ -1783,7 +1774,7 @@ private struct RenderPassInputSummary internal RenderPassEvent requiresDepthTextureEarliestEvent; } - private RenderPassInputSummary GetRenderPassInputs(bool isTemporalAAEnabled, bool postProcessingEnabled) + private RenderPassInputSummary GetRenderPassInputs(bool isTemporalAAEnabled, bool postProcessingEnabled, bool isSceneViewCamera) { RenderPassInputSummary inputSummary = new RenderPassInputSummary(); inputSummary.requiresDepthNormalAtEvent = RenderPassEvent.BeforeRenderingOpaques; @@ -1838,7 +1829,10 @@ private RenderPassInputSummary GetRenderPassInputs(bool isTemporalAAEnabled, boo inputSummary.requiresDepthTextureEarliestEvent = (RenderPassEvent)Mathf.Min((int)m_MotionVectorPass.renderPassEvent, (int)inputSummary.requiresDepthTextureEarliestEvent); } - +#if UNITY_EDITOR + if (ProbeReferenceVolume.instance.IsProbeSamplingDebugEnabled() && isSceneViewCamera) + inputSummary.requiresNormalsTexture = true; +#endif return inputSummary; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs index a004e8dda5c..d6f3969a28a 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs @@ -344,6 +344,23 @@ public IntermediateTextureMode intermediateTextureMode /// public bool usesClusterLightLoop => m_RenderingMode == RenderingMode.ForwardPlus || m_RenderingMode == RenderingMode.DeferredPlus; + + internal override bool stripShadowsOffVariants + { + get => m_StripShadowsOffVariants; + set => m_StripShadowsOffVariants = value; + } + + internal override bool stripAdditionalLightOffVariants + { + get => m_StripAdditionalLightOffVariants; + set => m_StripAdditionalLightOffVariants = value; + } + + [NonSerialized] + bool m_StripShadowsOffVariants = true; + [NonSerialized] + bool m_StripAdditionalLightOffVariants = true; /// protected override void OnEnable() @@ -363,7 +380,7 @@ private void ReloadAllNullProperties() ResourceReloader.TryReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath); if (postProcessData != null) - ResourceReloader.TryReloadAllNullIn(postProcessData, UniversalRenderPipelineAsset.packagePath); + postProcessData.Populate(); #endif } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs index 1d84f3775ba..a5f3f32157e 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRendererRenderGraph.cs @@ -426,7 +426,7 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera // Gather render pass history requests and update history textures. UpdateCameraHistory(cameraData); - RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled); + RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled, cameraData.isSceneViewCamera); // Enable depth normal prepass if it's needed by rendering layers if (m_RenderingLayerProvidesByDepthNormalPass) @@ -469,8 +469,8 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera importBackbufferDepthParams.discardOnLastUse = !isCameraTargetOffscreenDepth; #if UNITY_EDITOR - // on TBDR GPUs like Apple M1/M2, we need to preserve the backbuffer depth for overlay cameras in Editor for Gizmos - if (cameraData.isSceneViewCamera) + // UUM-47698, UUM-97414: on TBDR GPUs like Apple M1/M2, we need to preserve the backbuffer depth for overlay cameras in Editor for Gizmos & preview grid + if (cameraData.isSceneViewCamera || cameraData.isPreviewCamera) importBackbufferDepthParams.discardOnLastUse = false; #endif #if ENABLE_VR && ENABLE_XR_MODULE @@ -636,7 +636,13 @@ void CreateRenderGraphCameraRenderTargets(RenderGraph renderGraph, bool isCamera // 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; + + var copyResolvedDepth = !depthDescriptor.bindMS; + m_CopyDepthPass.m_CopyResolvedDepth = copyResolvedDepth; + +#if ENABLE_VR && ENABLE_XR_MODULE + m_XRCopyDepthPass.m_CopyResolvedDepth = copyResolvedDepth; +#endif } else { @@ -1151,16 +1157,11 @@ private void OnMainRendering(RenderGraph renderGraph, ScriptableRenderContext co RecordCustomRenderGraphPasses(renderGraph, RenderPassEvent.BeforeRenderingPrePasses); - RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled); + RenderPassInputSummary renderPassInputs = GetRenderPassInputs(cameraData.IsTemporalAAEnabled(), postProcessingData.isEnabled, cameraData.isSceneViewCamera); if (m_RenderingLayerProvidesByDepthNormalPass) renderPassInputs.requiresNormalsTexture = true; -#if UNITY_EDITOR - if (ProbeReferenceVolume.instance.IsProbeSamplingDebugEnabled() && cameraData.isSceneViewCamera) - renderPassInputs.requiresNormalsTexture = true; -#endif - bool requiresDepthPrepass = RequireDepthPrepass(cameraData, ref renderPassInputs); bool isDepthOnlyPrepass = requiresDepthPrepass && !renderPassInputs.requiresNormalsTexture; bool isDepthNormalPrepass = requiresDepthPrepass && renderPassInputs.requiresNormalsTexture; diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/DepthBlit/DepthBlitFeature.cs b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/DepthBlit/DepthBlitFeature.cs index 67cb04e93f1..6eda638d413 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/DepthBlit/DepthBlitFeature.cs +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/DepthBlit/DepthBlitFeature.cs @@ -4,26 +4,30 @@ using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering.Universal; -// This Renderer Feature enqueues either the DepthBlitCopyDepthPass or the DepthBlitDepthOnlyPass depending on the current platform support. -// DepthBlitCopyPass is a simplified version of URP CopyDepthPass. The pass copies the depth texture to an RTHandle. -// DepthBlitDepthOnlyPass is a simplified version of the URP DepthOnlyPass. The pass renders depth values to an RTHandle. -// The Renderer Feature also enqueues the DepthBlitEdgePass which takes the RTHandle as input to create an effect to visualize depth, and output it to the screen. +// Create a Scriptable Renderer Feature that either copies the depth texture to a render texture (RTHandle), or renders depth values to a render texture. +// The Scriptable Renderer Feature then outputs the render texture to the screen, using a material that renders an edge effect. +// For more information about creating scriptable renderer features, refer to https://docs.unity3d.com/Manual/urp/customizing-urp.html public class DepthBlitFeature : ScriptableRendererFeature { + // Set the injection points for the render passes public RenderPassEvent evt_Depth = RenderPassEvent.AfterRenderingOpaques; public RenderPassEvent evt_Edge = RenderPassEvent.AfterRenderingOpaques; - public UniversalRendererData rendererDataAsset; // The field for accessing opaqueLayerMask on the renderer asset + + // Create a property for a Universal Renderer asset that sets the opaque layers to draw. + public UniversalRendererData rendererDataAsset; + // Create a property for the shader that copies the depth texture. public Shader copyDepthShader; + // Create a property for the material that renders the edge effect. public Material m_DepthEdgeMaterial; - // The properties for creating the depth texture + // Set the properties of the destination depth texture. private const string k_DepthRTName = "_MyDepthTexture"; private FilterMode m_DepthRTFilterMode = FilterMode.Bilinear; private TextureWrapMode m_DepthRTWrapMode = TextureWrapMode.Clamp; - // This class is for keeping the TextureHandle reference in the frame data so that it can be shared with multiple passes in the render graph system. + // Create a class that keeps the reference to the depth texture in the frame data, so multiple passes in the render graph system can share the texture. public class TexRefData : ContextItem { public TextureHandle depthTextureHandle = TextureHandle.nullHandle; @@ -34,12 +38,13 @@ public override void Reset() } } - // The passes for the effect + // Declare the render passes. + // The script uses DepthOnlyPass for platforms that run OpenGL ES, which doesn't support copying from a depth texture. private DepthBlitCopyDepthPass m_CopyDepthPass; - private DepthBlitDepthOnlyPass m_DepthOnlyPass; // DepthOnlyPass is for platforms that run OpenGL ES, which does not support CopyDepth. + private DepthBlitDepthOnlyPass m_DepthOnlyPass; private DepthBlitEdgePass m_DepthEdgePass; - // Check if the platform supports CopyDepthPass + // Check if the platform supports copying from a depth texture. private bool CanCopyDepth(ref CameraData cameraData) { bool msaaEnabledForCamera = cameraData.cameraTargetDescriptor.msaaSamples > 1; @@ -49,7 +54,7 @@ private bool CanCopyDepth(ref CameraData cameraData) bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0; - // Avoid copying MSAA depth on GLES3 platform to avoid invalid results + // Avoid copying MSAA depth on GLES3 platforms to avoid invalid results if (IsGLESDevice() && msaaDepthResolve) return false; @@ -61,13 +66,15 @@ private bool IsGLESDevice() return SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3; } + // Override the AddRenderPasses method to inject passes into the renderer. Unity calls AddRenderPasses once per camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { + // Skip rendering if the camera is not a game camera. var cameraData = renderingData.cameraData; if (renderingData.cameraData.cameraType != CameraType.Game) return; - // Setup RenderTextureDescriptor for creating the depth RTHandle + // Set up a RenderTextureDescriptor with the properties of the depth texture. var desc = renderingData.cameraData.cameraTargetDescriptor; if (CanCopyDepth(ref cameraData)) { @@ -80,11 +87,13 @@ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingD desc.msaaSamples = 1; } - // Setup passes + // Create the DepthBlitCopyDepthPass or DepthBlitDepthOnlyPass render pass, and inject it into the renderer. RTHandle depthRTHandle; if (CanCopyDepth(ref cameraData)) { if (m_CopyDepthPass == null) + // Create a new instance of a render pass that copies the depth texture to the new render texture. + // This render pass is a simplified version of CopyDepthPass in URP. m_CopyDepthPass = new DepthBlitCopyDepthPass(evt_Depth, copyDepthShader, desc, m_DepthRTFilterMode, m_DepthRTWrapMode, name: k_DepthRTName); @@ -94,6 +103,8 @@ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingD else { if (m_DepthOnlyPass == null) + // Create a new instance of a render pass that renders depth values to the new render texture. + // This render pass is a simplified version of DepthOnlyPass in URP. m_DepthOnlyPass = new DepthBlitDepthOnlyPass(evt_Depth, RenderQueueRange.opaque, rendererDataAsset.opaqueLayerMask, desc, m_DepthRTFilterMode, m_DepthRTWrapMode, name: k_DepthRTName); @@ -101,16 +112,18 @@ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingD depthRTHandle = m_DepthOnlyPass.depthRT; } - // Pass the RTHandle for the DepthEdge effect + // Pass the render texture to the edge effect render pass, and inject the render pass into the renderer. m_DepthEdgePass.SetRTHandle(ref depthRTHandle); renderer.EnqueuePass(m_DepthEdgePass); } public override void Create() { + // Create a new instance of the render pass that renders the edge effect. m_DepthEdgePass = new DepthBlitEdgePass(m_DepthEdgeMaterial, evt_Edge); } + // Free the resources the render passes use. protected override void Dispose(bool disposing) { m_CopyDepthPass?.Dispose(); diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/DistortTunnel/DistortTunnelRendererFeature.cs b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/DistortTunnel/DistortTunnelRendererFeature.cs index 54f4361b509..af33d4a25bb 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/DistortTunnel/DistortTunnelRendererFeature.cs +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/DistortTunnel/DistortTunnelRendererFeature.cs @@ -3,26 +3,33 @@ using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering.Universal; -// This Renderer Feature creates an RTHandle which stores a Texture2DArray with 2 slices for the final effect. -// The RTHandle is being set as input or output for the 3 passes: -// 1. CopyColor pass: Blit the screen color texture to the RTHandle's first slice. -// 2. Tunnel pass: Render a "tunnel" object from the scene to the RTHandle's second slice. -// 3. Distort pass: Uses the two slices to create the final effect, and blits the result back to screen. +// Create a Scriptable Renderer Feature that renders a distorted tunnel effect. +// This Scriptable Renderer Feature is used in the Universal Render Pipeline (URP) package samples. For more information, https://docs.unity3d.com/Manual/urp/package-sample-urp-package-samples.html. +// For more information about creating scriptable renderer features, refer to https://docs.unity3d.com/Manual/urp/customizing-urp.html. public class DistortTunnelRendererFeature : ScriptableRendererFeature { + // Create a property to set the injection point for the render passes. public RenderPassEvent passEvent = RenderPassEvent.AfterRenderingSkybox; + // Create a property to set the shader to use for the distortion effect. public Shader distortShader; + + // Set the material to use for the distortion effect. private Material m_DistortMaterial; + // Declare the three render passes. + // 1. CopyColorPass blits the screen color texture to the first slice of a 2D render texture array. + // 2. TunnelPass renders a tunnel GameObject from the scene to the second slice of a 2D render texture array. + // 3. DistortPass uses the two slices to create the final effect, and blits the result back to the screen. private DistortTunnelPass_CopyColor m_CopyColorPass; private DistortTunnelPass_Tunnel m_TunnelPass; private DistortTunnelPass_Distort m_DistortPass; + // Declare and name the render texture that stores the render pass outputs. private RTHandle m_DistortTunnelTexHandle; private const string k_DistortTunnelTexName = "_DistortTunnelTexture"; - // This class stores TextureHandle references in the frame data so that they can be shared with multiple passes in the render graph system. + // Create a class that keeps the TextureHandle reference in the frame data, so multiple passes in the render graph system can share the texture. public class TexRefData : ContextItem { public TextureHandle distortTunnelTexHandle = TextureHandle.nullHandle; @@ -33,20 +40,24 @@ public override void Reset() } } + public override void Create() { + // Set the resources the render passes use. m_CopyColorPass = new DistortTunnelPass_CopyColor(passEvent); m_TunnelPass = new DistortTunnelPass_Tunnel(passEvent); m_DistortMaterial = CoreUtils.CreateEngineMaterial(distortShader); m_DistortPass = new DistortTunnelPass_Distort(m_DistortMaterial, passEvent); } + // Override the AddRenderPasses method to inject passes into the renderer. Unity calls AddRenderPasses once per camera. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { + // Skip rendering if the camera isn't a game camera. if (renderingData.cameraData.cameraType != CameraType.Game) return; - // Create RTHandle with 2 slices + // Create a 2D render texture array that contains 2 slices. var desc = renderingData.cameraData.cameraTargetDescriptor; desc.depthBufferBits = 0; desc.msaaSamples = 1; @@ -54,16 +65,18 @@ public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingD desc.volumeDepth = 2; RenderingUtils.ReAllocateHandleIfNeeded(ref m_DistortTunnelTexHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: k_DistortTunnelTexName ); - // Provide the necessary RTHandles to the passes + // Set the 2D texture array and its slices as inputs and outputs for the render passes. m_CopyColorPass.SetRTHandles(ref m_DistortTunnelTexHandle,0); m_TunnelPass.SetRTHandles(ref m_DistortTunnelTexHandle,1); m_DistortPass.SetRTHandles(ref m_DistortTunnelTexHandle); + // Inject the render passes into the renderer. renderer.EnqueuePass(m_CopyColorPass); renderer.EnqueuePass(m_TunnelPass); renderer.EnqueuePass(m_DistortPass); } + // Free the resources the Scriptable Renderer Feature uses. protected override void Dispose(bool disposing) { CoreUtils.Destroy(m_DistortMaterial); diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/KeepFrame/KeepFrameFeature.cs b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/KeepFrame/KeepFrameFeature.cs index 3ed56cc3c4c..fe12960137e 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/KeepFrame/KeepFrameFeature.cs +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/RendererFeatures/KeepFrame/KeepFrameFeature.cs @@ -7,18 +7,18 @@ using UnityEngine.Rendering.RenderGraphModule.Util; using UnityEngine.Rendering.Universal; -// This renderer feature will replicate a "don't clear" behaviour by injecting two passes into the pipeline: -// One pass that copies color at the end of a frame -// Another pass that draws the content of the copied texture at the beginning of a new frame -// In this version of the sample we provide implementations for both RenderGraph and non-RenderGraph pipelines. -// This way you can easily see what changed and how to manage code bases with backwards compatibility +// Create a Scriptable Renderer Feature that replicates Don't Clear behavior by injecting two render passes into the pipeline. +// The first pass copies the camera color target at the end of a frame. The second pass draws the contents of the copied texture at the beginning of a new frame. +// For more information about creating Scriptable Renderer Features, refer to https://docs.unity3d.com/Manual/urp/customizing-urp.html. public class KeepFrameFeature : ScriptableRendererFeature { - // This pass is responsible for copying color to a specified destination + // Create the custom render pass that copies the camera color to a destination texture. class CopyFramePass : ScriptableRenderPass { + // Declare the destination texture. RTHandle m_Destination; + // Declare the resources the render pass uses. public void Setup(RTHandle destination) { m_Destination = destination; @@ -26,55 +26,61 @@ public void Setup(RTHandle destination) #pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member - // Unity calls the Execute method in the Compatibility mode + // Override the Execute method to implement the rendering logic. + // This method is used only in the Compatibility Mode path. public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { + // Skip rendering if the camera isn't a game camera. if (renderingData.cameraData.camera.cameraType != CameraType.Game) return; + // Set the source texture as the camera color target. var source = renderingData.cameraData.renderer.cameraColorTargetHandle; + // Get a command buffer. CommandBuffer cmd = CommandBufferPool.Get("CopyFramePass"); + // Blit the camera color target to the destination texture. Blit(cmd, source, m_Destination); + // Execute the command buffer. context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } #pragma warning restore 618, 672 - // RecordRenderGraph is called for the RenderGraph path. - // Because RenderGraph has to calculate internally how resources are used we must be aware of 2 - // distinct timelines inside this method: one for recording resource usage and one for recording draw commands. - // It is important to scope resources correctly as global state may change between the execution times of each. + // Override the RecordRenderGraph method to implement the rendering logic. + // This method is used only in the render graph system path. public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { + // Get the resources the pass uses. UniversalResourceData resourceData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); + // Skip rendering if the camera isn't a game camera. if (cameraData.camera.cameraType != CameraType.Game) return; + // Set the source texture as the camera color target. TextureHandle source = resourceData.activeColorTexture; - // When using the RenderGraph API the lifetime and ownership of resources is managed by the render graph system itself. - // This allows for optimal resource usage and other optimizations to be done automatically for the user. - // In the cases where resources must persist across frames, between different cameras or when users want - // to manage their lifetimes themselves, the resources must be imported when recording the render pass. + // Import the texture that persists across frames, so the render graph system can use it. TextureHandle destination = renderGraph.ImportTexture(m_Destination); if (!source.IsValid() || !destination.IsValid()) return; + // Blit the content of the copied texture to the camera color target with a material. RenderGraphUtils.BlitMaterialParameters para = new(source, destination, Blitter.GetBlitMaterial(TextureDimension.Tex2D), 0); renderGraph.AddBlitPass(para, "Copy Frame Pass"); } } - // This pass is responsible for drawing the old color to a full screen quad + // Create the custom render pass that draws the contents of the copied texture at the beginning of a new frame. class DrawOldFramePass : ScriptableRenderPass { + // Declare the resources the render pass uses. class PassData { public TextureHandle source; @@ -86,6 +92,7 @@ class PassData RTHandle m_Handle; string m_TextureName; + // Set up the resources the render pass uses. public void Setup(Material drawOldFrameMaterial, RTHandle handle, string textureName) { m_DrawOldFrameMaterial = drawOldFrameMaterial; @@ -93,62 +100,75 @@ public void Setup(Material drawOldFrameMaterial, RTHandle handle, string texture m_Handle = handle; } - // This is an example of how to share code between RenderGraph and older non-RenderGraph setups. - // The common draw commands are extracted in a private static method that gets called from both - // Execute and render graph builder's SetRenderFunc. + // Blit the copied texture to the camera color target. + // This method uses common draw commands that both the render graph system and Compatibility Mode paths can use. static void ExecutePass(RasterCommandBuffer cmd, RTHandle source, Material material) { if (material == null) return; + // Get the viewport scale. Vector2 viewportScale = source.useScaling ? new Vector2(source.rtHandleProperties.rtHandleScale.x, source.rtHandleProperties.rtHandleScale.y) : Vector2.one; + + // Blit the copied texture to the camera color target. Blitter.BlitTexture(cmd, source, viewportScale, material, 0); } #pragma warning disable 618, 672 // Type or member is obsolete, Member overrides obsolete member - // Unity calls the Execute method in the Compatibility mode + // Override the Execute method to implement the rendering logic. + // This method is used only in the Compatibility Mode path. public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { + // Get a command buffer. CommandBuffer cmd = CommandBufferPool.Get(nameof(DrawOldFramePass)); cmd.SetGlobalTexture(m_TextureName, m_Handle); + // Set the source texture as the camera color target. var source = renderingData.cameraData.renderer.cameraColorTargetHandle; + + // Blit the camera color target to the destination texture. ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), source, m_DrawOldFrameMaterial); + // Execute the command buffer. context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } #pragma warning restore 618, 672 + // Override the RecordRenderGraph method to implement the rendering logic. + // This method is used only in the render graph system path. public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { + // Get the resources the pass uses. UniversalResourceData resourceData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); - TextureHandle oldFrameTextureHandle = renderGraph.ImportTexture(m_Handle); + // Import the texture that persists across frames, so the render graph system can use it. + TextureHandle oldFrameTextureHandle = renderGraph.ImportTexture(m_Handle); using (var builder = renderGraph.AddRasterRenderPass("Draw Old Frame Pass", out var passData)) { + // Set the destination texture as the camera color target. TextureHandle destination = resourceData.activeColorTexture; if (!oldFrameTextureHandle.IsValid() || !destination.IsValid()) return; + // Set the resources the pass uses. passData.material = m_DrawOldFrameMaterial; passData.source = oldFrameTextureHandle; passData.name = m_TextureName; + // Set the render graph system to read the copied texture, and write to the camera color target. builder.UseTexture(oldFrameTextureHandle, AccessFlags.Read); builder.SetRenderAttachment(destination, 0, AccessFlags.Write); - // Normally global state modifications are not allowed when using RenderGraph and will result in errors. - // In the exceptional cases where this is intentional we must let the RenderGraph API know by calling - // AllowGlobalStateModification(true). Use this only where necessary as it will introduce a sync point - // in the frame which may have a negative impact on performance. + // Allow global state modifications. Use this only where necessary as it introduces a synchronization point in the frame, which might have an impact on performance. builder.AllowGlobalStateModification(true); + // Set the render method. builder.SetRenderFunc((PassData data, RasterGraphContext context) => { context.cmd.SetGlobalTexture(data.name, data.source); @@ -161,9 +181,9 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer [Serializable] public class Settings { - [Tooltip("The material that is used when the old frame is redrawn at the start of the new frame (before opaques).")] + [Tooltip("Sets the material to use to draw the previous frame.")] public Material displayMaterial; - [Tooltip("The name of the texture used for referencing the copied frame. (Defaults to _FrameCopyTex if empty)")] + [Tooltip("Sets the texture to copy each frame into. The default it _FrameCopyTex.")] public string textureName; } diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CheckAssignedRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CheckAssignedRenderPipelineAsset.cs index 0d577e3d5f3..5a39ee48731 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CheckAssignedRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CheckAssignedRenderPipelineAsset.cs @@ -9,7 +9,7 @@ public class CheckAssignedRenderPipelineAsset : MonoBehaviour [SerializeField] private UniversalRenderPipelineAsset m_PipelineAsset; [SerializeField] private GameObject m_WarningGameObject; - private bool m_LastCorrectPipelineResults = false; + private bool? m_LastCorrectPipelineResults; private bool isCorrectAssetAssigned => QualitySettings.renderPipeline == m_PipelineAsset || QualitySettings.renderPipeline == null && GraphicsSettings.defaultRenderPipeline == m_PipelineAsset; @@ -24,14 +24,31 @@ private void Update() CheckIfCorrectAssetIsAssigned(); } + private void SetAllCamerasEnabled(bool enable) + { + Camera[] allCameras = FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None); + foreach (Camera c in allCameras) + c.enabled = enable; + } + private void CheckIfCorrectAssetIsAssigned() { if (m_PipelineAsset == null) return; bool correctAssetAssigned = isCorrectAssetAssigned; - if (!correctAssetAssigned && m_LastCorrectPipelineResults != correctAssetAssigned) - Debug.LogError("Incorrect/missing Universal Renderpipeline Asset assigned in Quality or Graphics Settings.\nPlease assign \"" + m_PipelineAsset.name + "\" to it."); + if (!m_LastCorrectPipelineResults.HasValue || m_LastCorrectPipelineResults != correctAssetAssigned) + { + if (!correctAssetAssigned) + { + Debug.LogError("Incorrect/missing Universal Render Pipeline Asset assigned in Quality or Graphics Settings. Please assign \"" + m_PipelineAsset.name + "\" to view the sample."); + SetAllCamerasEnabled(false); // Disable cameras to prevent error spam when the RP asset is not expected + } + else + { + SetAllCamerasEnabled(true); + } + } m_LastCorrectPipelineResults = correctAssetAssigned; if (m_WarningGameObject != null) diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl index f678633c9a8..07b670555c7 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl @@ -11,13 +11,16 @@ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl" #if defined(_CLUSTER_LIGHT_LOOP) -#define _ADDITIONAL_LIGHTS 1 -#undef _ADDITIONAL_LIGHTS_VERTEX #define USE_CLUSTER_LIGHT_LOOP 1 #else #define USE_CLUSTER_LIGHT_LOOP 0 #endif +#if USE_CLUSTER_LIGHT_LOOP +#define _ADDITIONAL_LIGHTS 1 +#undef _ADDITIONAL_LIGHTS_VERTEX +#endif + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl" diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl index 3023b08ce00..18617146701 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl @@ -139,7 +139,7 @@ void ApplyDecal(float4 positionCS, // Always test the normal as we can have decompression artifact if (decalSurfaceData.normalWS.w < 1.0) { - normalWS.xyz = normalize(normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); + normalWS.xyz = SafeNormalize(normalWS.xyz * decalSurfaceData.normalWS.w + decalSurfaceData.normalWS.xyz); } #endif diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl index 58c2af3795e..2d2e99b5319 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/ForwardPlusKeyword.deprecated.hlsl @@ -2,14 +2,23 @@ #define UNIVERSAL_FORWARD_PLUS_KEYWORD_DEPRECATED_INCLUDED // _FORWARD_PLUS keyword deprecated in 6.1 -// We will emit a warning and define _CLUSTER_LIGHT_LOOP for backwards compatibility. -// This block will be removed in a future release. +// We will emit a warning and define deprecated macros for backwards compatibility. +// This file will be removed in a future release. + +// To upgrade custom shaders, replace all instances of the deprecated macros (left) with the new macros (right): +// _FORWARD_PLUS _CLUSTER_LIGHT_LOOP +// USE_FORWARD_PLUS USE_CLUSTER_LIGHT_LOOP +// FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK #if defined(_FORWARD_PLUS_KEYWORD_DECLARED) || defined(_FORWARD_PLUS) #warning _FORWARD_PLUS shader keyword has been deprecated. Please update your shaders to use _CLUSTER_LIGHT_LOOP shader keyword instead, otherwise shader compilation times may be negatively affected. #endif -#if defined(_FORWARD_PLUS) && !defined(_CLUSTER_LIGHT_LOOP) +#if defined(_FORWARD_PLUS) +#define USE_FORWARD_PLUS USE_CLUSTER_LIGHT_LOOP +#define FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK +#if !defined(_CLUSTER_LIGHT_LOOP) #define _CLUSTER_LIGHT_LOOP 1 #endif +#endif #endif diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl index dc48050be86..35c6034a23f 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/RealtimeLights.hlsl @@ -24,11 +24,6 @@ struct Light #define CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK #endif -// _FORWARD_PLUS keyword deprecated in 6.1 -// FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK is only defined for backwards compatibility. -// This define will be removed in a future release. -#define FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK CLUSTER_LIGHT_LOOP_SUBTRACTIVE_LIGHT_CHECK - #if USE_CLUSTER_LIGHT_LOOP #define LIGHT_LOOP_BEGIN(lightCount) { \ uint lightIndex; \ diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl index 019d2102198..26b6e7feda8 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl @@ -244,9 +244,9 @@ real SampleShadowmapFilteredLowQuality(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler real SampleShadowmapFilteredMediumQuality(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData) { - real fetchesWeights[9]; - real2 fetchesUV[9]; - SampleShadow_ComputeSamples_Tent_5x5(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV); + float fetchesWeights[9]; + float2 fetchesUV[9]; + SampleShadow_ComputeSamples_Tent_Filter_5x5(float, samplingData.shadowmapSize, shadowCoord, fetchesWeights, fetchesUV); return fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[0].xy, shadowCoord.z)) + fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[1].xy, shadowCoord.z)) @@ -261,9 +261,9 @@ real SampleShadowmapFilteredMediumQuality(TEXTURE2D_SHADOW_PARAM(ShadowMap, samp real SampleShadowmapFilteredHighQuality(TEXTURE2D_SHADOW_PARAM(ShadowMap, sampler_ShadowMap), float4 shadowCoord, ShadowSamplingData samplingData) { - real fetchesWeights[16]; - real2 fetchesUV[16]; - SampleShadow_ComputeSamples_Tent_7x7(samplingData.shadowmapSize, shadowCoord.xy, fetchesWeights, fetchesUV); + float fetchesWeights[16]; + float2 fetchesUV[16]; + SampleShadow_ComputeSamples_Tent_Filter_7x7(float, samplingData.shadowmapSize, shadowCoord, fetchesWeights, fetchesUV); return fetchesWeights[0] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[0].xy, shadowCoord.z)) + fetchesWeights[1] * SAMPLE_TEXTURE2D_SHADOW(ShadowMap, sampler_ShadowMap, float3(fetchesUV[1].xy, shadowCoord.z)) @@ -363,34 +363,39 @@ float4 TransformWorldToShadowCoord(float3 positionWS) #else half cascadeIndex = half(0.0); #endif - + float4 shadowCoord = float4(mul(_MainLightWorldToShadow[cascadeIndex], float4(positionWS, 1.0)).xyz, 0.0); #endif return shadowCoord; } -half MainLightRealtimeShadow(float4 shadowCoord) +half MainLightRealtimeShadow(float4 shadowCoord, half4 shadowParams, ShadowSamplingData shadowSamplingData) { #if !defined(MAIN_LIGHT_CALCULATE_SHADOWS) return half(1.0); - #elif defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT) + #endif + + #if defined(_MAIN_LIGHT_SHADOWS_SCREEN) && !defined(_SURFACE_TYPE_TRANSPARENT) return SampleScreenSpaceShadowmap(shadowCoord); #else - ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData(); - half4 shadowParams = GetMainLightShadowParams(); return SampleShadowmap(TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_LinearClampCompare), shadowCoord, shadowSamplingData, shadowParams, false); #endif } +half MainLightRealtimeShadow(float4 shadowCoord) +{ + #if !defined(MAIN_LIGHT_CALCULATE_SHADOWS) + return half(1.0); + #endif + + return MainLightRealtimeShadow(shadowCoord, GetMainLightShadowParams(), GetMainLightShadowSamplingData()); +} + // returns 0.0 if position is in light's shadow // returns 1.0 if position is in light -half AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS, half3 lightDirection) +half AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS, half3 lightDirection, half4 shadowParams, ShadowSamplingData shadowSamplingData) { #if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS) - ShadowSamplingData shadowSamplingData = GetAdditionalLightShadowSamplingData(lightIndex); - - half4 shadowParams = GetAdditionalLightShadowParams(lightIndex); - int shadowSliceIndex = shadowParams.w; if (shadowSliceIndex < 0) return 1.0; @@ -417,6 +422,15 @@ half AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS, half3 ligh #endif } +half AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS, half3 lightDirection) +{ + #if !defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS) + return half(1.0); + #endif + + return AdditionalLightRealtimeShadow(lightIndex, positionWS, lightDirection, GetAdditionalLightShadowParams(lightIndex), GetAdditionalLightShadowSamplingData(lightIndex)); +} + half GetMainLightShadowFade(float3 positionWS) { float3 camToPixel = positionWS - _WorldSpaceCameraPos; @@ -448,50 +462,61 @@ half MixRealtimeAndBakedShadows(half realtimeShadow, half bakedShadow, half shad #endif } -half BakedShadow(half4 shadowMask, half4 occlusionProbeChannels) +half BakedShadow(half4 shadowMask, half4 occlusionProbeChannels, half4 shadowParams) { // Here occlusionProbeChannels used as mask selector to select shadows in shadowMask // If occlusionProbeChannels all components are zero we use default baked shadow value 1.0 // This code is optimized for mobile platforms: // half bakedShadow = any(occlusionProbeChannels) ? dot(shadowMask, occlusionProbeChannels) : 1.0h; half bakedShadow = half(1.0) + dot(shadowMask - half(1.0), occlusionProbeChannels); + bakedShadow = LerpWhiteTo(bakedShadow, shadowParams.x); + return bakedShadow; } half MainLightShadow(float4 shadowCoord, float3 positionWS, half4 shadowMask, half4 occlusionProbeChannels) { - half realtimeShadow = MainLightRealtimeShadow(shadowCoord); + half4 shadowParams = GetMainLightShadowParams(); + half realtimeShadow = MainLightRealtimeShadow(shadowCoord, shadowParams, GetMainLightShadowSamplingData()); -#ifdef CALCULATE_BAKED_SHADOWS - half bakedShadow = BakedShadow(shadowMask, occlusionProbeChannels); -#else - half bakedShadow = half(1.0); -#endif + #ifdef CALCULATE_BAKED_SHADOWS + half bakedShadow = BakedShadow(shadowMask, occlusionProbeChannels, shadowParams); + #else + half bakedShadow = half(1.0); + #endif -#ifdef MAIN_LIGHT_CALCULATE_SHADOWS - half shadowFade = GetMainLightShadowFade(positionWS); -#else - half shadowFade = half(1.0); -#endif + #ifdef MAIN_LIGHT_CALCULATE_SHADOWS + half shadowFade = GetMainLightShadowFade(positionWS); + #else + half shadowFade = half(1.0); + #endif return MixRealtimeAndBakedShadows(realtimeShadow, bakedShadow, shadowFade); } half AdditionalLightShadow(int lightIndex, float3 positionWS, half3 lightDirection, half4 shadowMask, half4 occlusionProbeChannels) { - half realtimeShadow = AdditionalLightRealtimeShadow(lightIndex, positionWS, lightDirection); + half4 shadowParams = GetAdditionalLightShadowParams(lightIndex); + ShadowSamplingData samplingData = GetAdditionalLightShadowSamplingData(lightIndex); + half realtimeShadow = AdditionalLightRealtimeShadow(lightIndex, positionWS, lightDirection, shadowParams, samplingData); -#ifdef CALCULATE_BAKED_SHADOWS - half bakedShadow = BakedShadow(shadowMask, occlusionProbeChannels); -#else - half bakedShadow = half(1.0); -#endif + #ifdef CALCULATE_BAKED_SHADOWS + // This fading of the baked shadow using the light's shadow strength parameter needs + // to be guarded against the Real-Time Shadow keyword as _AdditionalShadowParams is + // only included in URP Shaders and updated when real time additional shadows are enabled. + #ifndef ADDITIONAL_LIGHT_CALCULATE_SHADOWS + shadowParams.x = half(1.0); + #endif + half bakedShadow = BakedShadow(shadowMask, occlusionProbeChannels, shadowParams); + #else + half bakedShadow = half(1.0); + #endif -#ifdef ADDITIONAL_LIGHT_CALCULATE_SHADOWS - half shadowFade = GetAdditionalLightShadowFade(positionWS); -#else - half shadowFade = half(1.0); -#endif + #ifdef ADDITIONAL_LIGHT_CALCULATE_SHADOWS + half shadowFade = GetAdditionalLightShadowFade(positionWS); + #else + half shadowFade = half(1.0); + #endif return MixRealtimeAndBakedShadows(realtimeShadow, bakedShadow, shadowFade); } @@ -591,4 +616,14 @@ half AdditionalLightRealtimeShadow(int lightIndex, float3 positionWS) return AdditionalLightRealtimeShadow(lightIndex, positionWS, half3(1, 0, 0)); } +// Deprecated: Use BakedShadow(half4 shadowMask, half4 occlusionProbeChannels, half4 shadowParams) as it supports shadowStrength from the light +half BakedShadow(half4 shadowMask, half4 occlusionProbeChannels) +{ + #ifndef CALCULATE_BAKED_SHADOWS + return half(1.0); + #endif + + return BakedShadow(shadowMask, occlusionProbeChannels, half4(1,0,0,0)); +} + #endif diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl index dd9cb75f7b8..effb2fdd04a 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl @@ -9,7 +9,6 @@ TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap); -float4 _BaseMap_TexelSize; UNITY_TEXTURE_STREAMING_DEBUG_VARS_FOR_TEX(_BaseMap); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl index 4ed91e1f266..225e3f69ecb 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl @@ -39,4 +39,23 @@ float3 UnitySkinSprite( in float3 positionOS, in uint4 blendIndices, in float4 b return vertex.xyz; } +#ifdef UNITY_INSTANCING_ENABLED + UNITY_INSTANCING_BUFFER_START(PerDrawSprite) + // SpriteRenderer.Color while Non-Batched/Instanced. + UNITY_DEFINE_INSTANCED_PROP(float4, unity_SpriteRendererColorArray) + // this could be smaller but that's how bit each entry is regardless of type + UNITY_DEFINE_INSTANCED_PROP(float2, unity_SpriteFlipArray) + UNITY_INSTANCING_BUFFER_END(PerDrawSprite) + + #define unity_SpriteColor UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteRendererColorArray) + #define unity_SpriteFlip UNITY_ACCESS_INSTANCED_PROP(PerDrawSprite, unity_SpriteFlipArray) +#endif // instancing + +void SetUpSpriteInstanceProperties() +{ +#ifdef UNITY_INSTANCING_ENABLED + unity_SpriteProps.xy = unity_SpriteFlip; +#endif +} + #endif diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Geometry.shader b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Geometry.shader index 746f6e11c37..955027c74fb 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Geometry.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/2D/Shadow2D-Unshadow-Geometry.shader @@ -18,8 +18,6 @@ Shader "Hidden/Shadow2DUnshadowGeometry" } Cull Off - Blend SrcColor Zero - BlendOp Add ZWrite Off ZTest Always 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 970bac7efb8..ba03b8fac6f 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 @@ -21,7 +21,6 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha Cull Off ZWrite [_ZWrite] - ZTest Off Pass { @@ -36,6 +35,8 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/ShapeLightShared.hlsl" + // GPU Instancing + #pragma multi_compile_instancing #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE struct Attributes @@ -97,6 +98,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); + SetUpSpriteInstanceProperties(); v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); o.positionCS = TransformObjectToHClip(v.positionOS); #if defined(DEBUG_DISPLAY) @@ -141,6 +143,8 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" #pragma vertex NormalsRenderingVertex #pragma fragment NormalsRenderingFragment + // GPU Instancing + #pragma multi_compile_instancing #pragma multi_compile _ SKINNED_SPRITE struct Attributes @@ -181,10 +185,11 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(attributes); + SetUpSpriteInstanceProperties(); attributes.positionOS = UnityFlipSprite(attributes.positionOS, unity_SpriteProps.xy); o.positionCS = TransformObjectToHClip(attributes.positionOS); o.uv = attributes.uv; - o.color = attributes.color; + o.color = attributes.color * _Color * unity_SpriteColor; o.normalWS = -GetViewForwardDir(); o.tangentWS = TransformObjectToWorldDir(attributes.tangent.xyz); o.bitangentWS = cross(o.normalWS, o.tangentWS) * attributes.tangent.w; @@ -218,6 +223,8 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" #pragma vertex UnlitVertex #pragma fragment UnlitFragment + // GPU Instancing + #pragma multi_compile_instancing #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE struct Attributes @@ -256,6 +263,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(attributes); + SetUpSpriteInstanceProperties(); attributes.positionOS = UnityFlipSprite( attributes.positionOS, unity_SpriteProps.xy); o.positionCS = TransformObjectToHClip(attributes.positionOS); #if defined(DEBUG_DISPLAY) @@ -290,6 +298,4 @@ Shader "Universal Render Pipeline/2D/Sprite-Lit-Default" ENDHLSL } } - - Fallback "Sprites/Default" } 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 ae87a2594a4..3ead730de7f 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 @@ -16,7 +16,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default" { Tags {"Queue" = "Transparent" "RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" } - Blend SrcAlpha OneMinusSrcAlpha + Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha Cull Off ZWrite Off @@ -37,6 +37,8 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default" #pragma vertex UnlitVertex #pragma fragment UnlitFragment + // GPU Instancing + #pragma multi_compile_instancing #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE struct Attributes @@ -75,6 +77,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default" UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); + SetUpSpriteInstanceProperties(); v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); o.positionCS = TransformObjectToHClip(v.positionOS); #if defined(DEBUG_DISPLAY) @@ -126,6 +129,9 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default" #pragma vertex UnlitVertex #pragma fragment UnlitFragment + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ SKINNED_SPRITE #pragma multi_compile_fragment _ DEBUG_DISPLAY struct Attributes @@ -164,6 +170,7 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default" UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(attributes); + SetUpSpriteInstanceProperties(); attributes.positionOS = UnityFlipSprite(attributes.positionOS, unity_SpriteProps.xy); o.positionCS = TransformObjectToHClip(attributes.positionOS); #if defined(DEBUG_DISPLAY) @@ -198,6 +205,4 @@ Shader "Universal Render Pipeline/2D/Sprite-Unlit-Default" ENDHLSL } } - - Fallback "Sprites/Default" } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl index 624aaa66579..735e3d27493 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl @@ -6,6 +6,7 @@ CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; + float4 _BaseMap_TexelSize; half4 _BaseColor; half _Cutoff; half _Glossiness; diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl index 1e60617e86f..f5032e24fe1 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl @@ -15,6 +15,7 @@ // NOTE: Do not ifdef the properties here as SRP batcher can not handle different layouts. CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; +float4 _BaseMap_TexelSize; float4 _DetailAlbedoMap_ST; half4 _BaseColor; half4 _SpecColor; diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7BillboardPasses.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7BillboardPasses.hlsl index b2518c08376..a7991eba8ec 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7BillboardPasses.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7BillboardPasses.hlsl @@ -30,7 +30,8 @@ void InitializeData(inout SpeedTreeVertexInput input, out half2 outUV, out half billboardPos.y += (percent.y * unity_BillboardSize.y + unity_BillboardSize.z) * heightScale; #ifdef ENABLE_WIND - if (_WindQuality * _WindEnabled > 0) + float windEnabled = dot(_ST_WindVector.xyz, _ST_WindVector.xyz) > 0.0f ? 1.0f : 0.0f; + if (_WindQuality * windEnabled > 0) { billboardPos = GlobalWind(billboardPos, worldPos, true, _ST_WindVector.xyz, input.texcoord1.w); } diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonInput.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonInput.hlsl index 57251bf0c83..aff1a90c736 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonInput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonInput.hlsl @@ -22,7 +22,6 @@ #define WIND_QUALITY_PALM 5 uniform half _WindQuality; - uniform half _WindEnabled; #define SPEEDTREE_8_WIND 1 // v7 & v8 use the same shader wind code #include "SpeedTreeWind.cginc" diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Passes.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Passes.hlsl index 15201c3de66..9687fe058c9 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Passes.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Passes.hlsl @@ -9,7 +9,8 @@ void InitializeData(inout SpeedTreeVertexInput input, float lodValue) float3 finalPosition = input.vertex.xyz; #ifdef ENABLE_WIND - half windQuality = _WindQuality * _WindEnabled; + float windEnabled = dot(_ST_WindVector.xyz, _ST_WindVector.xyz) > 0.0f ? 1.0f : 0.0f; + half windQuality = _WindQuality * windEnabled; float3 rotatedWindVector, rotatedBranchAnchor; if (windQuality <= WIND_QUALITY_NONE) diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Input.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Input.hlsl index cb1f6c84cd7..5c7af778f1a 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Input.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Input.hlsl @@ -15,7 +15,6 @@ #define SPEEDTREE_Y_UP #define SPEEDTREE_8_WIND 1 #include "SpeedTreeWind.cginc" - float _WindEnabled; UNITY_INSTANCING_BUFFER_START(STWind) UNITY_DEFINE_INSTANCED_PROP(float, _GlobalWindTime) UNITY_INSTANCING_BUFFER_END(STWind) 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 e154a22d81c..5b702d20636 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl @@ -122,7 +122,8 @@ void InitializeData(inout SpeedTreeVertexInput input, float lodValue) // wind #if defined(ENABLE_WIND) && !defined(_WINDQUALITY_NONE) - if (_WindEnabled > 0) + float windEnabled = dot(_ST_WindVector.xyz, _ST_WindVector.xyz) > 0.0f ? 1.0f : 0.0f; + if (windEnabled > 0) { float3 rotatedWindVector = mul(_ST_WindVector.xyz, (float3x3)UNITY_MATRIX_M); float windLength = length(rotatedWindVector); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl index 2d3b6ba70b0..30d54e1a1c3 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl @@ -9,6 +9,7 @@ CBUFFER_START(UnityPerMaterial) float4 _SoftParticleFadeParams; float4 _CameraFadeParams; float4 _BaseMap_ST; +float4 _BaseMap_TexelSize; half4 _BaseColor; half4 _EmissionColor; half4 _BaseColorAddSubDiff; diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitInput.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitInput.hlsl index 28ea72a5995..c1486ecb939 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitInput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitInput.hlsl @@ -9,6 +9,7 @@ CBUFFER_START(UnityPerMaterial) float4 _SoftParticleFadeParams; float4 _CameraFadeParams; float4 _BaseMap_ST; + float4 _BaseMap_TexelSize; half4 _BaseColor; half4 _EmissionColor; half4 _BaseColorAddSubDiff; diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl index ea096bf4678..b1766f2d10d 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl @@ -9,6 +9,7 @@ CBUFFER_START(UnityPerMaterial) float4 _SoftParticleFadeParams; float4 _CameraFadeParams; float4 _BaseMap_ST; + float4 _BaseMap_TexelSize; half4 _BaseColor; half4 _EmissionColor; half4 _BaseColorAddSubDiff; diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/ScalingSetup.shader b/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/ScalingSetup.shader index 338f8624602..5d215ecf42d 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/ScalingSetup.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/ScalingSetup.shader @@ -45,7 +45,7 @@ Shader "Hidden/Universal Render Pipeline/Scaling Setup" // In HDR output mode, the colors are expressed in nits, which can go up to 10k nits. // We divide by the display max nits to get a max value closer to 1.0 but it could still be > 1.0. // Finally, use FastTonemap() to squash everything < 1.0. - color = FastTonemap(color * OneOverPaperWhite); + color = half4(FastTonemap(color.rgb * OneOverPaperWhite), color.a); #endif // EASU expects perceptually encoded color data so either encode to gamma 2.0 here if the input // data is linear, or let it pass through unchanged if it's already gamma encoded. diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl index 02cacb5c3a3..56b869627fa 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl @@ -7,6 +7,7 @@ CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; + float4 _BaseMap_TexelSize; half4 _BaseColor; half4 _SpecColor; half4 _EmissionColor; diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl index 26570604d91..fc3f65a8384 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainDetailLitPasses.hlsl @@ -159,7 +159,8 @@ Varyings TerrainLitVertex(Attributes input) diffuseColor += LightingLambert(attenuatedLightColor, mainLight.direction, NormalWS); } - #if defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX) + // Adding !defined(USE_CLUSTER_LIGHT_LOOP): in Forward+ we can't possibly get the light list in a vertex shader. + #if (defined(_ADDITIONAL_LIGHTS) || defined(_ADDITIONAL_LIGHTS_VERTEX)) && !defined(USE_CLUSTER_LIGHT_LOOP) if (IsLightingFeatureEnabled(DEBUGLIGHTINGFEATUREFLAGS_ADDITIONAL_LIGHTS)) { int pixelLightCount = GetAdditionalLightsCount(); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader index 6ebb3822262..f7b7cb78ac1 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrass.shader @@ -10,7 +10,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/WavingDoublePass" } SubShader { - Tags {"Queue" = "Geometry+200" "RenderType" = "Grass" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" }//"DisableBatching"="True" + Tags {"Queue" = "Geometry+200" "RenderType" = "Grass" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "DisableBatching" = "True" } Cull Off LOD 200 diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader index e50b8c3523c..b961e6985bd 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader @@ -10,7 +10,7 @@ Shader "Hidden/TerrainEngine/Details/UniversalPipeline/BillboardWavingDoublePass } SubShader { - Tags {"Queue" = "Geometry+200" "RenderType" = "GrassBillBoard" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" }//"DisableBatching"="True" + Tags {"Queue" = "Geometry+200" "RenderType" = "GrassBillBoard" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" "UniversalMaterialType" = "SimpleLit" "DisableBatching" = "True" } Cull Off LOD 200 diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl index a71ec239f74..04939d7b162 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl @@ -6,6 +6,7 @@ CBUFFER_START(UnityPerMaterial) float4 _BaseMap_ST; + float4 _BaseMap_TexelSize; half4 _BaseColor; half _Cutoff; half _Surface; diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/EditorTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/EditorTests.cs index fc5c568f359..f64393291de 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Editor/EditorTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/EditorTests.cs @@ -160,7 +160,7 @@ public void UseReAllocateIfNeededWithoutTextureLeak() Object[] posttestTextures = Resources.FindObjectsOfTypeAll(typeof(Texture)); - Assert.AreEqual(pretestTextures.Length, posttestTextures.Length, "A texture leak is detected when using RenderingUtils.ReAllocateIfNeeded."); + Assert.That(posttestTextures, Is.EquivalentTo(pretestTextures), "A texture leak is detected when using RenderingUtils.ReAllocateIfNeeded."); } [TestCase(ShaderPathID.Lit)] diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/PostProcessDataTests/PostProcessDataAnalyticsTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/PostProcessDataTests/PostProcessDataAnalyticsTests.cs index 89456dd2d01..c83902499f0 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Editor/PostProcessDataTests/PostProcessDataAnalyticsTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/PostProcessDataTests/PostProcessDataAnalyticsTests.cs @@ -1,7 +1,8 @@ using System.Collections.Generic; using System.Linq; using NUnit.Framework; -using UnityEngine.Pool; +using UnityEngine; +using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using Assert = UnityEngine.Assertions.Assert; @@ -67,11 +68,38 @@ class PostProcessDataAnalyticsTests }, s_Datas[2]); } + + RenderPipelineAsset asset; + bool wasCreated = false; + + [SetUp] + public void SetUp() + { + if (GraphicsSettings.currentRenderPipelineAssetType == typeof(UniversalRenderPipelineAsset)) + return; + + asset = QualitySettings.renderPipeline; + QualitySettings.renderPipeline = UniversalRenderPipelineAsset.Create(); + wasCreated = true; + } + + [TearDown] + public void TearDown() + { + if (!wasCreated) + return; + + var current = (UniversalRenderPipelineAsset)QualitySettings.renderPipeline; + QualitySettings.renderPipeline = asset; + foreach (var rendererData in current.rendererDataList) + Object.DestroyImmediate(rendererData); + Object.DestroyImmediate(current); + } [Test][TestCaseSource(nameof(TestDataExtractData))] public void DataIsExtractedCorrectly((string[] input, PostProcessDataAnalytics.Analytic.PropertyToGUIDs expected) testCase) { - using (ListPool.Get(out var tmp)) + using (UnityEngine.Pool.ListPool.Get(out var tmp)) { foreach (var i in testCase.input) { diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderBuildPreprocessorTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderBuildPreprocessorTests.cs index b0e17558315..87730a9c74b 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderBuildPreprocessorTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/ShaderBuildPreprocessorTests.cs @@ -3,25 +3,23 @@ using NUnit.Framework; using UnityEditor; using UnityEditor.Rendering.Universal; -using UnityEditorInternal; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; -using UnityEngine.TestTools; using RendererRequirements = UnityEditor.Rendering.Universal.ShaderBuildPreprocessor.RendererRequirements; using DecalSettings = UnityEngine.Rendering.Universal.DecalSettings; +using Object = UnityEngine.Object; namespace ShaderStrippingAndPrefiltering { class ShaderBuildPreprocessorTests { - internal class TestHelper + private class TestHelper { internal UniversalRendererData rendererData; internal ScriptableRendererData scriptableRendererData; internal UniversalRenderPipelineAsset urpAsset; - internal ScriptableRenderer ScriptableRenderer; - internal UniversalRenderer universalRenderer; + internal ScriptableRenderer scriptableRenderer; internal List rendererShaderFeatures; internal List ssaoRendererFeatures; internal List rendererFeatures; @@ -58,7 +56,7 @@ internal ShaderFeatures GetCorrectProceduralKeyword(ref RendererRequirements ren return NeedsProceduralKeyword(ref rendererRequirements) ? ShaderFeatures.DrawProcedural : ShaderFeatures.None; } - internal RendererRequirements defaultRendererRequirements = new(); + internal RendererRequirements defaultRendererRequirements; public TestHelper() { @@ -71,10 +69,9 @@ public TestHelper() urpAsset.name = "TestHelper_URPAsset"; GraphicsSettings.defaultRenderPipeline = urpAsset; - ScriptableRenderer = urpAsset.GetRenderer(0); - universalRenderer = ScriptableRenderer as UniversalRenderer; + scriptableRenderer = urpAsset.GetRenderer(0); stripUnusedVariants = true; - Assert.AreNotEqual(null, universalRenderer); + Assert.AreNotEqual(null, scriptableRenderer); ssaoRendererFeatures = new List(); rendererFeatures = new List(); @@ -90,7 +87,17 @@ public TestHelper() internal RendererRequirements GetRendererRequirements() { - return ShaderBuildPreprocessor.GetRendererRequirements(ref urpAsset, ref ScriptableRenderer, ref scriptableRendererData, stripUnusedVariants); + return ShaderBuildPreprocessor.GetRendererRequirements(ref urpAsset, ref scriptableRendererData); + } + + internal void GetEveryVolumeFeatures(ref VolumeFeatures volumeFeatures) + { + ShaderBuildPreprocessor.GetEveryVolumeFeatures(ref volumeFeatures); + } + + internal void GetEveryShaderFeatureAndPrefilteringData(List rendererFeaturesList, ref UniversalRenderPipelineAsset.ShaderPrefilteringData spd) + { + ShaderBuildPreprocessor.GetEveryShaderFeatureAndPrefilteringData(rendererFeaturesList, ref spd); } internal ShaderFeatures GetSupportedShaderFeaturesFromAsset() @@ -111,7 +118,24 @@ internal ShaderFeatures GetSupportedShaderFeaturesFromRendererFeatures(RendererR private const string k_OnText = "enabled"; private const string k_OffText = "disabled"; - internal void AssertShaderFeaturesAndReset(ShaderFeatures expected, ShaderFeatures actual) + + internal void AssertVolumeFeatures(VolumeFeatures expected, VolumeFeatures actual) + { + foreach (Enum value in Enum.GetValues(typeof(VolumeFeatures))) + { + bool expectedResult = expected.HasFlag(value); + string expectsText = expectedResult ? k_OnText : k_OffText; + bool actualResult = actual.HasFlag(value); + string actualText = actualResult ? k_OnText : k_OffText; + + Assert.AreEqual( + expectedResult, + actualResult, + $"Incorrect Feature flag for ShaderFeatures.{(VolumeFeatures) value}\nThe test expected it to {expectsText} but it was {actualText}\n"); + } + } + + internal void AssertShaderFeatures(ShaderFeatures expected, ShaderFeatures actual) { foreach (Enum value in Enum.GetValues(typeof(ShaderFeatures))) { @@ -125,12 +149,16 @@ internal void AssertShaderFeaturesAndReset(ShaderFeatures expected, ShaderFeatur actualResult, $"Incorrect Feature flag for ShaderFeatures.{(ShaderFeatures) value}\nThe test expected it to {expectsText} but it was {actualText}\n"); } + } + + internal void AssertShaderFeaturesAndReset(ShaderFeatures expected, ShaderFeatures actual) + { + AssertShaderFeatures(expected, actual); ResetData(); } - internal void AssertRendererRequirementsAndReset(RendererRequirements expected, RendererRequirements actual) + internal void AssertRendererRequirements(RendererRequirements expected, RendererRequirements actual) { - Assert.AreEqual(expected.needsUnusedVariants, actual.needsUnusedVariants, "needsUnusedVariants mismatch"); Assert.AreEqual(expected.msaaSampleCount, actual.msaaSampleCount, "msaaSampleCount mismatch"); Assert.AreEqual(expected.isUniversalRenderer, actual.isUniversalRenderer, "isUniversalRenderer mismatch"); Assert.AreEqual(expected.needsProcedural, actual.needsProcedural, "needsProcedural mismatch"); @@ -145,7 +173,10 @@ internal void AssertRendererRequirementsAndReset(RendererRequirements expected, Assert.AreEqual(expected.needsReflectionProbeBoxProjection, actual.needsReflectionProbeBoxProjection, "needsReflectionProbeBoxProjection mismatch"); Assert.AreEqual(expected.renderingMode, actual.renderingMode, "renderingMode mismatch"); Assert.AreEqual(expected, actual, "Some mismatch between the renderer requirements that is not covered in the previous tests."); - + } + internal void AssertRendererRequirementsAndReset(RendererRequirements expected, RendererRequirements actual) + { + AssertRendererRequirements(expected, actual); ResetData(); } @@ -153,7 +184,6 @@ internal void ResetData() { defaultRendererRequirements = new(); defaultRendererRequirements.msaaSampleCount = 1; - defaultRendererRequirements.needsUnusedVariants = false; defaultRendererRequirements.isUniversalRenderer = true; defaultRendererRequirements.needsAdditionalLightShadows = false; defaultRendererRequirements.needsSoftShadows = false; @@ -178,9 +208,9 @@ internal void ResetData() rendererData.renderingMode = RenderingMode.Forward; - ScriptableRenderer.useRenderPassEnabled = false; - ScriptableRenderer.stripAdditionalLightOffVariants = true; - ScriptableRenderer.stripShadowsOffVariants = true; + scriptableRenderer.useRenderPassEnabled = false; + scriptableRendererData.stripAdditionalLightOffVariants = true; + scriptableRendererData.stripShadowsOffVariants = true; for (int i = 0; i < rendererFeatures.Count; i++) { @@ -193,8 +223,8 @@ internal void ResetData() internal void Cleanup() { - ScriptableObject.DestroyImmediate(urpAsset); - ScriptableObject.DestroyImmediate(rendererData); + Object.DestroyImmediate(urpAsset); + Object.DestroyImmediate(rendererData); rendererFeatures.Clear(); ssaoRendererFeatures.Clear(); } @@ -239,8 +269,8 @@ public void OneTimeTearDown() [Test] public void TestGetSupportedShaderFeaturesFromAsset_NewAsset() { - var actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); - var expected = m_TestHelper.defaultURPAssetFeatures; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); + ShaderFeatures expected = m_TestHelper.defaultURPAssetFeatures; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); } @@ -250,8 +280,8 @@ public void TestGetSupportedShaderFeaturesFromAsset_MainLightShadowCascade() { m_TestHelper.urpAsset.mainLightRenderingMode = LightRenderingMode.PerVertex; m_TestHelper.urpAsset.supportsMainLightShadows = true; - var actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); - var expected = m_TestHelper.defaultURPAssetFeatures; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); + ShaderFeatures expected = m_TestHelper.defaultURPAssetFeatures; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); m_TestHelper.urpAsset.mainLightRenderingMode = LightRenderingMode.PerPixel; @@ -266,8 +296,8 @@ public void TestGetSupportedShaderFeaturesFromAsset_MainLightShadowCascade() public void TestGetSupportedShaderFeaturesFromAsset_AdditionalLights() { m_TestHelper.urpAsset.additionalLightsRenderingMode = LightRenderingMode.PerVertex; - var actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); - var expected = m_TestHelper.defaultURPAssetFeatures | ShaderFeatures.AdditionalLightsVertex; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); + ShaderFeatures expected = m_TestHelper.defaultURPAssetFeatures | ShaderFeatures.AdditionalLightsVertex; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); m_TestHelper.urpAsset.additionalLightsRenderingMode = LightRenderingMode.PerPixel; @@ -283,8 +313,8 @@ public void TestGetSupportedShaderFeaturesFromAsset_SoftShadows() // Main Light m_TestHelper.urpAsset.mainLightRenderingMode = LightRenderingMode.Disabled; m_TestHelper.urpAsset.supportsSoftShadows = true; - var actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); - var expected = m_TestHelper.defaultURPAssetFeatures; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); + ShaderFeatures expected = m_TestHelper.defaultURPAssetFeatures; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); m_TestHelper.urpAsset.mainLightRenderingMode = LightRenderingMode.PerVertex; @@ -341,8 +371,8 @@ public void TestGetSupportedShaderFeaturesFromAsset_SoftShadows() public void TestGetSupportedShaderFeaturesFromAsset_ProbeVolumes() { m_TestHelper.urpAsset.lightProbeSystem = LightProbeSystem.LegacyLightProbes; - var actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); - var expected = m_TestHelper.defaultURPAssetFeatures; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); + ShaderFeatures expected = m_TestHelper.defaultURPAssetFeatures; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); m_TestHelper.urpAsset.lightProbeSystem = LightProbeSystem.ProbeVolumes; @@ -361,8 +391,8 @@ public void TestGetSupportedShaderFeaturesFromAsset_ProbeVolumes() public void TestGetSupportedShaderFeaturesFromAsset_HighDynamicRange() { m_TestHelper.urpAsset.colorGradingMode = ColorGradingMode.LowDynamicRange; - var actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); - var expected = m_TestHelper.defaultURPAssetFeatures; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromAsset(); + ShaderFeatures expected = m_TestHelper.defaultURPAssetFeatures; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); m_TestHelper.urpAsset.colorGradingMode = ColorGradingMode.HighDynamicRange; @@ -375,12 +405,12 @@ public void TestGetSupportedShaderFeaturesFromAsset_HighDynamicRange() public void TestGetRendererRequirements() { // Forward - var actual = m_TestHelper.GetRendererRequirements(); + RendererRequirements actual = m_TestHelper.GetRendererRequirements(); m_TestHelper.AssertRendererRequirementsAndReset(m_TestHelper.defaultRendererRequirements, actual); // MSAA Sample Count m_TestHelper.rendererData.renderingMode = RenderingMode.ForwardPlus; - var expected = m_TestHelper.defaultRendererRequirements; + RendererRequirements expected = m_TestHelper.defaultRendererRequirements; expected.renderingMode = m_TestHelper.rendererData.renderingMode; actual = m_TestHelper.GetRendererRequirements(); m_TestHelper.AssertRendererRequirementsAndReset(expected, actual); @@ -402,7 +432,7 @@ public void TestGetRendererRequirements() // Native Render Pass m_TestHelper.rendererData.renderingMode = RenderingMode.Forward; - m_TestHelper.ScriptableRenderer.useRenderPassEnabled = true; + m_TestHelper.scriptableRenderer.useRenderPassEnabled = true; expected = m_TestHelper.defaultRendererRequirements; expected.renderingMode = m_TestHelper.rendererData.renderingMode; expected.needsRenderPass = false; @@ -410,7 +440,7 @@ public void TestGetRendererRequirements() m_TestHelper.AssertRendererRequirementsAndReset(expected, actual); m_TestHelper.rendererData.renderingMode = RenderingMode.ForwardPlus; - m_TestHelper.ScriptableRenderer.useRenderPassEnabled = true; + m_TestHelper.scriptableRenderer.useRenderPassEnabled = true; expected = m_TestHelper.defaultRendererRequirements; expected.renderingMode = m_TestHelper.rendererData.renderingMode; expected.needsRenderPass = false; @@ -418,7 +448,7 @@ public void TestGetRendererRequirements() m_TestHelper.AssertRendererRequirementsAndReset(expected, actual); m_TestHelper.rendererData.renderingMode = RenderingMode.Deferred; - m_TestHelper.ScriptableRenderer.useRenderPassEnabled = true; + m_TestHelper.scriptableRenderer.useRenderPassEnabled = true; expected = m_TestHelper.defaultRendererRequirements; expected.renderingMode = m_TestHelper.rendererData.renderingMode; expected.needsRenderPass = true; @@ -507,47 +537,39 @@ public void TestGetRendererRequirements() m_TestHelper.AssertRendererRequirementsAndReset(expected, actual); // Shadows Off - m_TestHelper.ScriptableRenderer.stripShadowsOffVariants = false; + m_TestHelper.scriptableRendererData.stripShadowsOffVariants = false; expected = m_TestHelper.defaultRendererRequirements; expected.needsShadowsOff = true; actual = m_TestHelper.GetRendererRequirements(); m_TestHelper.AssertRendererRequirementsAndReset(expected, actual); - m_TestHelper.ScriptableRenderer.stripShadowsOffVariants = true; + m_TestHelper.scriptableRendererData.stripShadowsOffVariants = true; expected = m_TestHelper.defaultRendererRequirements; expected.needsShadowsOff = false; actual = m_TestHelper.GetRendererRequirements(); m_TestHelper.AssertRendererRequirementsAndReset(expected, actual); // Additional Lights Off - m_TestHelper.ScriptableRenderer.stripAdditionalLightOffVariants = false; + m_TestHelper.scriptableRendererData.stripAdditionalLightOffVariants = false; expected = m_TestHelper.defaultRendererRequirements; expected.needsAdditionalLightsOff = true; actual = m_TestHelper.GetRendererRequirements(); m_TestHelper.AssertRendererRequirementsAndReset(expected, actual); - m_TestHelper.ScriptableRenderer.stripAdditionalLightOffVariants = true; + m_TestHelper.scriptableRendererData.stripAdditionalLightOffVariants = true; expected = m_TestHelper.defaultRendererRequirements; expected.needsAdditionalLightsOff = false; actual = m_TestHelper.GetRendererRequirements(); m_TestHelper.AssertRendererRequirementsAndReset(expected, actual); - - // Clean up - } [Test] public void TestGetSupportedShaderFeaturesFromRenderer() { - TestHelper helper = new (); - ShaderFeatures actual; - ShaderFeatures expected; - RendererRequirements rendererRequirements; - // Initial state - rendererRequirements = m_TestHelper.defaultRendererRequirements; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRenderer(rendererRequirements, ShaderFeatures.None); - expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements); + RendererRequirements rendererRequirements = m_TestHelper.defaultRendererRequirements; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromRenderer(rendererRequirements, ShaderFeatures.None); + ShaderFeatures expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements); m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); // Procedural... @@ -599,7 +621,7 @@ public void TestGetSupportedShaderFeaturesFromRenderer() rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.needsShadowsOff = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRenderer(rendererRequirements, ShaderFeatures.None); - expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements);; + expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements); m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); rendererRequirements = m_TestHelper.defaultRendererRequirements; @@ -612,7 +634,7 @@ public void TestGetSupportedShaderFeaturesFromRenderer() rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.needsSoftShadows = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRenderer(rendererRequirements, ShaderFeatures.None); - expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements);; + expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements); m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); rendererRequirements = m_TestHelper.defaultRendererRequirements; @@ -625,7 +647,7 @@ public void TestGetSupportedShaderFeaturesFromRenderer() rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.needsGBufferRenderingLayers = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRenderer(rendererRequirements, ShaderFeatures.None); - expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements);; + expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements); m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); rendererRequirements = m_TestHelper.defaultRendererRequirements; @@ -638,7 +660,7 @@ public void TestGetSupportedShaderFeaturesFromRenderer() rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.needsGBufferAccurateNormals = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRenderer(rendererRequirements, ShaderFeatures.None); - expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements);; + expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements); m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); rendererRequirements = m_TestHelper.defaultRendererRequirements; @@ -651,7 +673,7 @@ public void TestGetSupportedShaderFeaturesFromRenderer() rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.needsRenderPass = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRenderer(rendererRequirements, ShaderFeatures.None); - expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements);; + expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements); m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); rendererRequirements = m_TestHelper.defaultRendererRequirements; @@ -664,7 +686,7 @@ public void TestGetSupportedShaderFeaturesFromRenderer() rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.needsReflectionProbeBlending = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRenderer(rendererRequirements, ShaderFeatures.None); - expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements);; + expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements); m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); rendererRequirements = m_TestHelper.defaultRendererRequirements; @@ -677,7 +699,7 @@ public void TestGetSupportedShaderFeaturesFromRenderer() rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.needsReflectionProbeBoxProjection = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRenderer(rendererRequirements, ShaderFeatures.None); - expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements);; + expected = m_TestHelper.GetCorrectProceduralKeyword(ref rendererRequirements); m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); rendererRequirements = m_TestHelper.defaultRendererRequirements; @@ -687,62 +709,48 @@ public void TestGetSupportedShaderFeaturesFromRenderer() m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); } + [Test] + public void TestStripUnusedPostProcessingVariants_ReturnsAll() + { + VolumeFeatures volumeFeatures = VolumeFeatures.None; + m_TestHelper.GetEveryVolumeFeatures(ref volumeFeatures); + m_TestHelper.AssertVolumeFeatures(VolumeFeatures.All, volumeFeatures); + } + [Test] + public void TestStripUnusedVariants_ReturnsAll() + { + List rendererFeaturesList = new List(1); + UniversalRenderPipelineAsset.ShaderPrefilteringData prefilteringData = new(); + m_TestHelper.GetEveryShaderFeatureAndPrefilteringData(rendererFeaturesList, ref prefilteringData); + + Assert.AreEqual(1, rendererFeaturesList.Count); + m_TestHelper.AssertShaderFeatures(ShaderFeatures.All, rendererFeaturesList[0]); + } [Test] public void TestGetSupportedShaderFeaturesFromRendererFeatures_NoFeatures() { - TestHelper helper = new (); - ShaderFeatures actual; - ShaderFeatures expected; - RendererRequirements rendererRequirements; - // Initial state - rendererRequirements = m_TestHelper.defaultRendererRequirements; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = ShaderFeatures.None; + RendererRequirements rendererRequirements = m_TestHelper.defaultRendererRequirements; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); + ShaderFeatures expected = ShaderFeatures.None; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - - } // Tests if we handle Renderer Features that are null [Test] public void TestGetSupportedShaderFeaturesFromRendererFeatures_Null() { - RendererRequirements rendererRequirements; - - rendererRequirements = m_TestHelper.defaultRendererRequirements; - m_TestHelper.rendererFeatures.Add(null); - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; - var actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - var expected = ShaderFeatures.None; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - - m_TestHelper.rendererFeatures.Add(null); - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = ShaderFeatures.None; + RendererRequirements rendererRequirements = m_TestHelper.defaultRendererRequirements; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); + ShaderFeatures expected = ShaderFeatures.None; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); } [Test] public void TestGetSupportedShaderFeaturesFromRendererFeatures_RenderingLayers() { - RendererRequirements rendererRequirements; - ShaderFeatures expectedWithUnused = ShaderFeatures.DBufferMRT1 - | ShaderFeatures.DBufferMRT1 - | ShaderFeatures.DBufferMRT2 - | ShaderFeatures.DBufferMRT3 - | ShaderFeatures.DecalScreenSpace - | ShaderFeatures.DecalNormalBlendLow - | ShaderFeatures.DecalNormalBlendMedium - | ShaderFeatures.DecalNormalBlendHigh - | ShaderFeatures.DecalGBuffer - | ShaderFeatures.DecalLayers; - DecalRendererFeature decalFeature = ScriptableObject.CreateInstance(); decalFeature.settings = new DecalSettings() { @@ -754,28 +762,17 @@ public void TestGetSupportedShaderFeaturesFromRendererFeatures_RenderingLayers( }; m_TestHelper.rendererFeatures.Add(decalFeature); - // Needs unused variants - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.DBuffer; - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.decalLayers = false; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - var actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - var expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - // DBuffer ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.DBuffer; ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.decalLayers = false; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = ShaderFeatures.DBufferMRT3; + RendererRequirements rendererRequirements = m_TestHelper.defaultRendererRequirements; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); + ShaderFeatures expected = ShaderFeatures.DBufferMRT3; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.DBuffer; ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.decalLayers = true; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalLayers | ShaderFeatures.DepthNormalPassRenderingLayers | ShaderFeatures.DBufferMRT3; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); @@ -784,7 +781,6 @@ public void TestGetSupportedShaderFeaturesFromRendererFeatures_RenderingLayers( ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.decalLayers = true; rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.renderingMode = RenderingMode.Deferred; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalLayers | ShaderFeatures.DepthNormalPassRenderingLayers | ShaderFeatures.GBufferWriteRenderingLayers | ShaderFeatures.DBufferMRT3; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); @@ -793,7 +789,6 @@ public void TestGetSupportedShaderFeaturesFromRendererFeatures_RenderingLayers( ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.ScreenSpace; ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.decalLayers = false; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalScreenSpace | ShaderFeatures.DecalNormalBlendLow; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); @@ -801,16 +796,14 @@ public void TestGetSupportedShaderFeaturesFromRendererFeatures_RenderingLayers( ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.ScreenSpace; ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.decalLayers = true; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = ShaderFeatures.DecalScreenSpace | ShaderFeatures.DecalLayers | ShaderFeatures.OpaqueWriteRenderingLayers | ShaderFeatures.DecalNormalBlendLow;; + expected = ShaderFeatures.DecalScreenSpace | ShaderFeatures.DecalLayers | ShaderFeatures.OpaqueWriteRenderingLayers | ShaderFeatures.DecalNormalBlendLow; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.ScreenSpace; ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.decalLayers = true; rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.renderingMode = RenderingMode.Deferred; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalGBuffer | ShaderFeatures.DecalNormalBlendLow | ShaderFeatures.DecalLayers | ShaderFeatures.DepthNormalPassRenderingLayers | ShaderFeatures.GBufferWriteRenderingLayers; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); @@ -837,7 +830,6 @@ public void TestGetSupportedShaderFeaturesFromRendererFeatures_RenderingLayers( ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.ScreenSpace; ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.decalLayers = true; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.ScreenSpaceOcclusion | ShaderFeatures.DecalScreenSpace | ShaderFeatures.DecalNormalBlendLow | ShaderFeatures.DecalLayers | @@ -850,45 +842,26 @@ public void TestGetSupportedShaderFeaturesFromRendererFeatures_RenderingLayers( [Test] public void TestGetSupportedShaderFeaturesFromRendererFeatures_ScreenSpaceShadows() { - RendererRequirements rendererRequirements; - ScreenSpaceShadows screenSpaceShadowsFeature = ScriptableObject.CreateInstance(); m_TestHelper.rendererFeatures.Add(screenSpaceShadowsFeature); // Initial - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; - var actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - var expected = ShaderFeatures.ScreenSpaceShadows; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = ShaderFeatures.ScreenSpaceShadows; + RendererRequirements rendererRequirements = m_TestHelper.defaultRendererRequirements; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); + ShaderFeatures expected = ShaderFeatures.ScreenSpaceShadows; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); m_TestHelper.rendererFeatures[0].SetActive(false); rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.None; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - - m_TestHelper.rendererFeatures[0].SetActive(false); - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = ShaderFeatures.ScreenSpaceShadows; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); } // Screen Space Ambient Occlusion (SSAO)... [Test] public void TestGetSupportedShaderFeaturesFromRendererFeatures_SSAO() { - RendererRequirements rendererRequirements; - ScreenSpaceAmbientOcclusion ssaoFeature = ScriptableObject.CreateInstance(); ssaoFeature.settings = new ScreenSpaceAmbientOcclusionSettings() { @@ -909,82 +882,37 @@ public void TestGetSupportedShaderFeaturesFromRendererFeatures_SSAO() // Enabled feature m_TestHelper.rendererFeatures[0].SetActive(true); - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; - var actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - var expected = ShaderFeatures.ScreenSpaceOcclusion; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = ShaderFeatures.ScreenSpaceOcclusion | ShaderFeatures.ScreenSpaceOcclusionAfterOpaque; + RendererRequirements rendererRequirements = m_TestHelper.defaultRendererRequirements; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); + ShaderFeatures expected = ShaderFeatures.ScreenSpaceOcclusion; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); ((ScreenSpaceAmbientOcclusion)m_TestHelper.rendererFeatures[0]).settings.AfterOpaque = true; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.ScreenSpaceOcclusionAfterOpaque; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((ScreenSpaceAmbientOcclusion)m_TestHelper.rendererFeatures[0]).settings.AfterOpaque = true; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = ShaderFeatures.ScreenSpaceOcclusion | ShaderFeatures.ScreenSpaceOcclusionAfterOpaque; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - // Disabled feature m_TestHelper.rendererFeatures[0].SetActive(false); rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.None; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - m_TestHelper.rendererFeatures[0].SetActive(false); - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = ShaderFeatures.ScreenSpaceOcclusion | ShaderFeatures.ScreenSpaceOcclusionAfterOpaque; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - m_TestHelper.rendererFeatures[0].SetActive(false); ((ScreenSpaceAmbientOcclusion)m_TestHelper.rendererFeatures[0]).settings.AfterOpaque = true; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.None; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - m_TestHelper.rendererFeatures[0].SetActive(false); - ((ScreenSpaceAmbientOcclusion)m_TestHelper.rendererFeatures[0]).settings.AfterOpaque = true; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = ShaderFeatures.ScreenSpaceOcclusion | ShaderFeatures.ScreenSpaceOcclusionAfterOpaque; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - - ScriptableObject.DestroyImmediate(ssaoFeature); - + Object.DestroyImmediate(ssaoFeature); } [Test] public void TestGetSupportedShaderFeaturesFromRendererFeatures_Decals() { - RendererRequirements rendererRequirements; - ShaderFeatures expectedWithUnused = ShaderFeatures.DBufferMRT1 - | ShaderFeatures.DBufferMRT1 - | ShaderFeatures.DBufferMRT2 - | ShaderFeatures.DBufferMRT3 - | ShaderFeatures.DecalScreenSpace - | ShaderFeatures.DecalNormalBlendLow - | ShaderFeatures.DecalNormalBlendMedium - | ShaderFeatures.DecalNormalBlendHigh - | ShaderFeatures.DecalGBuffer - | ShaderFeatures.DecalLayers; - DecalRendererFeature decalFeature = ScriptableObject.CreateInstance(); decalFeature.settings = new DecalSettings() { @@ -999,162 +927,80 @@ public void TestGetSupportedShaderFeaturesFromRendererFeatures_Decals() // TODO Tests for Automatic // Initial - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; - var actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - var expected = ShaderFeatures.DBufferMRT3; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; + RendererRequirements rendererRequirements = m_TestHelper.defaultRendererRequirements; + ShaderFeatures actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); + ShaderFeatures expected = ShaderFeatures.DBufferMRT3; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); m_TestHelper.rendererFeatures[0].SetActive(false); rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.None; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - m_TestHelper.rendererFeatures[0].SetActive(false); - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - // DecalTechniqueOption - DBuffer ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.DBuffer; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DBufferMRT3; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.DBuffer; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.DBuffer; rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.renderingMode = RenderingMode.Deferred; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DBufferMRT3; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.DBuffer; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.renderingMode = RenderingMode.Deferred; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - // DecalTechniqueOption - ScreenSpace ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.ScreenSpace; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalScreenSpace | ShaderFeatures.DecalNormalBlendLow; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.ScreenSpace; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.ScreenSpace; rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.renderingMode = RenderingMode.Deferred; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalNormalBlendLow | ShaderFeatures.DecalGBuffer; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.ScreenSpace; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.renderingMode = RenderingMode.Deferred; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - // DBuffer - DecalSurfaceData Albedo ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.DBuffer; ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.dBufferSettings.surfaceData = DecalSurfaceData.Albedo; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DBufferMRT1; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.dBufferSettings.surfaceData = DecalSurfaceData.Albedo; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - // DBuffer - DecalSurfaceData AlbedoNormal ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.dBufferSettings.surfaceData = DecalSurfaceData.AlbedoNormal; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DBufferMRT2; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.dBufferSettings.surfaceData = DecalSurfaceData.AlbedoNormal; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - // DBuffer - DecalSurfaceData AlbedoNormalMAOS ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.dBufferSettings.surfaceData = DecalSurfaceData.AlbedoNormalMAOS; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DBufferMRT3; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.dBufferSettings.surfaceData = DecalSurfaceData.AlbedoNormalMAOS; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - // ScreenSpace - DecalNormalBlend Low ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.technique = DecalTechniqueOption.ScreenSpace; ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.screenSpaceSettings.normalBlend = DecalNormalBlend.Low; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalScreenSpace | ShaderFeatures.DecalNormalBlendLow; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.screenSpaceSettings.normalBlend = DecalNormalBlend.Low; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.screenSpaceSettings.normalBlend = DecalNormalBlend.Low; rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.renderingMode = RenderingMode.Deferred; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalGBuffer | ShaderFeatures.DecalNormalBlendLow; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); @@ -1162,22 +1008,13 @@ public void TestGetSupportedShaderFeaturesFromRendererFeatures_Decals() // ScreenSpace - DecalNormalBlend Medium ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.screenSpaceSettings.normalBlend = DecalNormalBlend.Medium; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalScreenSpace | ShaderFeatures.DecalNormalBlendMedium; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.screenSpaceSettings.normalBlend = DecalNormalBlend.Medium; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.screenSpaceSettings.normalBlend = DecalNormalBlend.Medium; rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.renderingMode = RenderingMode.Deferred; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalGBuffer | ShaderFeatures.DecalNormalBlendMedium; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); @@ -1185,22 +1022,13 @@ public void TestGetSupportedShaderFeaturesFromRendererFeatures_Decals() // ScreenSpace - DecalNormalBlend High ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.screenSpaceSettings.normalBlend = DecalNormalBlend.High; rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalScreenSpace | ShaderFeatures.DecalNormalBlendHigh; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.screenSpaceSettings.normalBlend = DecalNormalBlend.High; - rendererRequirements = m_TestHelper.defaultRendererRequirements; - rendererRequirements.needsUnusedVariants = true; - actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); - expected = expectedWithUnused; - m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); - ((DecalRendererFeature)m_TestHelper.rendererFeatures[0]).settings.screenSpaceSettings.normalBlend = DecalNormalBlend.High; rendererRequirements = m_TestHelper.defaultRendererRequirements; rendererRequirements.renderingMode = RenderingMode.Deferred; - rendererRequirements.needsUnusedVariants = false; actual = m_TestHelper.GetSupportedShaderFeaturesFromRendererFeatures(rendererRequirements); expected = ShaderFeatures.DecalGBuffer | ShaderFeatures.DecalNormalBlendHigh; m_TestHelper.AssertShaderFeaturesAndReset(expected, actual); diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Runtime/Light2DTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Runtime/Light2DTests.cs index c42f754acad..cc65f17420d 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Runtime/Light2DTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Runtime/Light2DTests.cs @@ -14,6 +14,18 @@ class MultipleObjectLight2DTests GameObject m_TestObject4; GameObject m_TestObjectCached; + // Some residual Game Objects from previous test scenes can be left over, + // We destroy everything so they don't interfere with these tests + [OneTimeSetUp] + public void OneTimeSetup() + { + var allGameObjectsInScene = Object.FindObjectsByType(FindObjectsSortMode.None); + foreach (var go in allGameObjectsInScene) + { + Object.DestroyImmediate(go); + } + } + [SetUp] public void Setup() { diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Runtime/RuntimeTests.cs b/Packages/com.unity.render-pipelines.universal/Tests/Runtime/RuntimeTests.cs index 42a0eddeaf3..f342f82a0e9 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Runtime/RuntimeTests.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Runtime/RuntimeTests.cs @@ -37,7 +37,8 @@ public IEnumerator PipelineHasCorrectColorSpace() AssetCheck(); var rr = new UnityEngine.Rendering.RenderPipeline.StandardRequest(); - rr.destination = new RenderTexture(128, 128, UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_SRGB, UnityEngine.Experimental.Rendering.GraphicsFormat.D32_SFloat); + rr.destination = new RenderTexture(128, 128, UnityEngine.Experimental.Rendering.GraphicsFormat.R8G8B8A8_SRGB, + CoreUtils.GetDefaultDepthStencilFormat()); rr.mipLevel = 0; rr.slice = 0; rr.face = CubemapFace.Unknown; diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Runtime/Unity.RenderPipelines.Universal.Runtime.Tests.asmdef b/Packages/com.unity.render-pipelines.universal/Tests/Runtime/Unity.RenderPipelines.Universal.Runtime.Tests.asmdef index cde11bc6285..13cdbdae9cf 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Runtime/Unity.RenderPipelines.Universal.Runtime.Tests.asmdef +++ b/Packages/com.unity.render-pipelines.universal/Tests/Runtime/Unity.RenderPipelines.Universal.Runtime.Tests.asmdef @@ -6,7 +6,8 @@ "GUID:27619889b8ba8c24980f49ee34dbb44a", "GUID:0acc523941302664db1f4e527237feb3", "GUID:516a5277b8c3b4f4c8cc86b77b1591ff", - "GUID:d8b63aba1907145bea998dd612889d6b" + "GUID:d8b63aba1907145bea998dd612889d6b", + "GUID:df380645f10b7bc4b97d4f5eb6303d95" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/Packages/com.unity.render-pipelines.universal/ValidationExceptions.json b/Packages/com.unity.render-pipelines.universal/ValidationExceptions.json index c80a047a6f5..6d019b1ed94 100644 --- a/Packages/com.unity.render-pipelines.universal/ValidationExceptions.json +++ b/Packages/com.unity.render-pipelines.universal/ValidationExceptions.json @@ -2,7 +2,7 @@ "Exceptions": [ { "ValidationTest": "API Updater Configuration Validation", - "PackageVersion": "17.0.3" + "PackageVersion": "17.1.0" } ] } \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/package.json b/Packages/com.unity.render-pipelines.universal/package.json index 8ca0a24e8c1..35007ce4097 100644 --- a/Packages/com.unity.render-pipelines.universal/package.json +++ b/Packages/com.unity.render-pipelines.universal/package.json @@ -1,12 +1,12 @@ { "name": "com.unity.render-pipelines.universal", "description": "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.", - "version": "17.0.3", - "unity": "6000.0", + "version": "17.1.0", + "unity": "6000.1", "displayName": "Universal RP", "dependencies": { - "com.unity.render-pipelines.core": "17.0.3", - "com.unity.shadergraph": "17.0.3", + "com.unity.render-pipelines.core": "17.1.0", + "com.unity.shadergraph": "17.1.0", "com.unity.render-pipelines.universal-config": "17.0.3" }, "keywords": [ diff --git a/Packages/com.unity.shadergraph/CHANGELOG.md b/Packages/com.unity.shadergraph/CHANGELOG.md index 1b4d279a76b..da17ab4a154 100644 --- a/Packages/com.unity.shadergraph/CHANGELOG.md +++ b/Packages/com.unity.shadergraph/CHANGELOG.md @@ -10,6 +10,80 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. Version Updated The version number for this package has increased due to a version update of a related graphics package. +## [17.0.3] - 2025-02-13 + +This version is compatible with Unity 6000.2.0a1. + +### Changed +- Added support for spacewarp to Shader Graph. +- Added a new *Shader Graph UGUI Shaders* sample content set to the Shader Graph package. This sample demonstrates how to use the new Canvas target in Shader Graph to create dynamic UI elements. You can import this sample from the *Samples* tab in the Package Manager after selecting the Shader Graph package. +- Removed duplicate LIGHTMAP_ON and DIRLIGHTMAP_COMBINED variants when generating shaders for builtin-deferred. +- Added a new set of sample content - Shader Graph UGUI Shaders - to the Shader Graph package that contains examples of how to use the new Canvas target in Shader Graph to create dynamic UI elements. This new sample can be imported from the Sample tab of the Package Manager after selecting the Shader Graph package + +### Fixed +- Fixed a bug that a shader graph is reverted to its last saved state when entering Play Mode without saving changes. +- Added missing documentation about the Custom Render Texture in Shader Graph. +- [Metal] Fix shader compilation errors due to Foveated Rendering when building URP 3D template. +- Fixed an issue where the Main Light Direction node always returned 0 on the built-in render pipeline. +- Added new manipulator for ShaderGraph MainPreview to fix wrong drag handing on OSX. +- Fixed an issue where Unity pragmas were not used in files included by the Custom Function Node, and added a "Use Pragmas" toggle to enable/disable them as needed. +- Mark a shader graph dirty when toggling checkboxes in its Graph Settings. +- Fixed Shader warnings in URP ShaderGraph when using the Normal From Texture node. +- Fixed an issue with addding a Vector4 slot in a sub-graph when converting from a node. +- Fixed an issue where an unnecessary error message was generated for non-conflicting duplicate property declarations when using multiple targets. +- Fixed an issue where right-clicking on the Blackboard or Graph Inspector displayed an incorrect context menu. +- Fixed an issue where the Create Node menu remained visible on screen when closing a Shader Graph window. +- Fixed an issue where the Console logged the error "Element 'UnityEditor.UIElements.VisualSplitter' is missing a UxmlElementAttribute" when creating a new node in Shader Graph. +- Fixed "Shader error in 'ProBuilder6/Standard Vertex Color': 'PBRDeferredFragment'" error logged in the console when compiling the shader. +- Allowed latin alphabet for variable names. +- Correct sticky note context menu shortcut display text. +- Color properties now default to opaque (alpha = 1). +- Forum link in info replaced with link to unity discussions. +- Exposed aniso setting on blackboard sampler state properties. +- Added SHADERGRAPH_PREVIEW_MAIN define specifically for main previews. +- Fixed an issue where the Main Preview could be resized beyond its containing Shader Graph window. +- Fixed an issue where using HDR colors with custom Render Texture targets caused errors. +- Fixed an issue where some resources were not properly disposed of when entering Play mode in the Editor. +- Fixed an issue where the property sheet displayed an incorrect type mismatch error for preview properties. +- Fixed a null reference exception that occurred when the Shader Graph Editor was open while entering Play mode. +- Updated the Custom Function Node so that previews are hidden unless the first output is a previewable type, such as a vector or float. +- Fixed an issue where graphs containing groups were unintentionally modified when opening the Shader Graph Editor. +- Enabled custom interpolators for custom sprite lit targets. The shader's *Sprite Custom Lit* material mode now changes the sprite to the desired color instead of remaining black. +- Added an issue where convert-to subgraph would sometimes result in an exception. +- Added an issue where the GI Node would only display correctly after deserialization. +- Added support for perceptual color mode for gradients in shader graph. +- Fixed an issue where an HDRP fullscreen shader graph imported into a URP project would fail to import under some circumstances. +- Fixed shader graph built-in pipeline variants not getting stripped when an SRP is active. +- Fixed an issue where moving a property node in a Shader Graph with no targets would log an error. +- Fixed an issue where the Custom Function node's "Body" field would expand off-screen instead of scrolling. +- Disallowed shader variant related settings to be set to negative values. +- Fixed a null reference exception when shader variant project settings were changed under certain circumstances. +- Fixed an issue where the Graph Inspector would not update after changing a node's precision from the context menu. +- Fixed an issue where using a color picker would cause the main preview to display cyan until the color picker was closed. +- Fixed an issue where some keyboard shortcuts did not display with the correct alignment in context menus. +- Fixed an issue so users can no longer select 'Delete' for context blocks. +- Fixed identifier collision detection on properties. +- Added sticky note checks to the group shortcuts. +- Fixed node previews toggle shortcut. +- Fixed an issue in ShaderGraph where undoing changes to a property after modifying its value in the Graph Inspector would cause the property to become deselected. +- Fixed an issue in Shader Graph with an undeclared identifier error around foveated rendering area. +- Fixed a bug that Normal From Height node in a shader graph might return an invalid value when using 16-bit half precision. +- Fixed 'Objects are trying to be loaded during a domain backup' errors due to invalid serialization of some shader graphs. +- Changed the name displayed in a Graph inspector when a selected BlockNode has changed. +- Fixed an issue so that pasting an empty group positions it based on the cursor's location. +- Fixed an issue with low quality Graph Inspector and Open Shader Graph User Manual icons. +- Added padding to Shader Graph Preferences settings. +- Addressed an issue where precision mismatch could result in an asset failing to import. +- Fixed an issue that caused errors in the Feature Examples sample content for Shader Graph. +- Fixed the issue with `NullReferenceException` when updating a legacy node for second time through undo. +- Fixed an issue where a shader graph was reverted to its last saved state when entering Play Mode without saving changes. +- [Metal] Fix shader compilation errors due to Foveated Rendering when building URP 3D template. +- Fixed an issue where Unity pragmas were not used in files included by the Custom Function Node, and added a "Use Pragmas" toggle to enable/disable them as needed. +- Fixed an issue where the Main Light Direction node always returned 0 on the built-in render pipeline. +- Fixed an issue where the shader graph was not marked dirty when toggling checkboxes in its Graph Settings. +- Fixed missing documentation about the Custom Render Texture in Shader Graph. +- Fixed "Shader error in 'ProBuilder6/Standard Vertex Color': 'PBRDeferredFragment'" error logged in the console when compiling the shader. + ## [17.0.2] - 2024-04-02 This version is compatible with Unity 6000.0.0b15. diff --git a/Packages/com.unity.shadergraph/Documentation~/Color-Modes.md b/Packages/com.unity.shadergraph/Documentation~/Color-Modes.md index 630ac204f20..c5204fe4826 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Color-Modes.md +++ b/Packages/com.unity.shadergraph/Documentation~/Color-Modes.md @@ -8,11 +8,12 @@ Shader Graph can display colors on nodes in your graph to improve readability. T ## Modes -| Name | Description | -|:-----|:------------| -| None | Does not display colors on the nodes. All nodes use the default gray. | -| Category | Displays colors on the nodes based on their assigned category. See **Category Colors** below. | -| Precision | Displays colors on the nodes based on the current [Precision Mode](Precision-Modes) in use. | +| Name | Description | +|:-------------|:------------| +| None | Does not display colors on the nodes. All nodes use the default gray. | +| Category | Displays colors on the nodes based on their assigned category. See **Category Colors** below. | +| Heatmap | Displays colors on the nodes based on the nodes relative performance cost. By default, dark colored nodes contribute very little to the overall GPU performance cost of the shader and brighter colored nodes require more GPU computation to run. | +| Precision | Displays colors on the nodes based on the current [Precision Mode](Precision-Modes) in use. | | User Defined | Lets you set the display colors on a per-node basis. These are custom colors for your graph. See **User Defined Colors** below. | ### Category Colors @@ -23,15 +24,15 @@ This mode displays colors on the nodes based on their category. See the [Node Li The table below lists current categories and their corresponding colors. -| Name | Color | Hex Value | -|:-----|:------|:----------| -| Artistic | ![#DB773B](https://placehold.it/15/DB773B/000000?text=+) | #DB773B | -| Channel | ![#97D13D](https://placehold.it/15/97D13D/000000?text=+) | #97D13D | -| Input | ![#CB3022](https://placehold.it/15/CB3022/000000?text=+) | #CB3022 | -| Math | ![#4B92F3](https://placehold.it/15/4B92F3/000000?text=+) | #4B92F3 | -| Procedural | ![#9C4FFF](https://placehold.it/15/9C4FFF/000000?text=+) | #9C4FFF | -| Utility | ![#AEAEAE](https://placehold.it/15/AEAEAE/000000?text=+) | #AEAEAE | -| UV | ![#08D78B](https://placehold.it/15/08D78B/000000?text=+) | #08D78B | +| Name | Color | Hex Value | +|:-----------|:---------------------------------------------------------|:----------| +| Artistic | ![#DB773B](https://placehold.it/15/DB773B/000000?text=+) | #DB773B | +| Channel | ![#97D13D](https://placehold.it/15/97D13D/000000?text=+) | #97D13D | +| Input | ![#CB3022](https://placehold.it/15/CB3022/000000?text=+) | #CB3022 | +| Math | ![#4B92F3](https://placehold.it/15/4B92F3/000000?text=+) | #4B92F3 | +| Procedural | ![#9C4FFF](https://placehold.it/15/9C4FFF/000000?text=+) | #9C4FFF | +| Utility | ![#AEAEAE](https://placehold.it/15/AEAEAE/000000?text=+) | #AEAEAE | +| UV | ![#08D78B](https://placehold.it/15/08D78B/000000?text=+) | #08D78B | **Note:** [Sub Graph](Sub-Graph.md) nodes in a main [Shader Graph](index.md) fall in the Utility category. If you select **Category** mode, all Sub Graphs use the Utility color. @@ -45,10 +46,10 @@ This mode displays colors on the nodes based on user preferences. In this mode, To set a custom color for a node, right-click on the target node to bring up the the context menu, and select **Color**. -| Option | Description | -|:-------|:------------| +| Option | Description | +|:------- |:------------| | Change... |Brings up a color picker menu and lets you set your own custom color on the node. | -| Reset | Removes the currently selected color and sets it to the default gray. | +| Reset | Removes the currently selected color and sets it to the default gray. | ![](images/Color-Mode-User-Defined.png) diff --git a/Packages/com.unity.shadergraph/Documentation~/Create-Shader-Graph.md b/Packages/com.unity.shadergraph/Documentation~/Create-Shader-Graph.md index 1e8df26e36b..3b0a32c6085 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Create-Shader-Graph.md +++ b/Packages/com.unity.shadergraph/Documentation~/Create-Shader-Graph.md @@ -13,7 +13,7 @@ The following options are always available: A sub menu for each installed render pipeline may be present containing template stacks for standard shading models ( Lit, Unlit, etc ). -For a full list of provided options, refer to the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest) and [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest) documentation. +For a full list of provided options, refer to the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html) and [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest) documentation. For this example, Universal is installed so a Unversal Lit Shader Graph has been created. diff --git a/Packages/com.unity.shadergraph/Documentation~/Getting-Started.md b/Packages/com.unity.shadergraph/Documentation~/Getting-Started.md index eb9171b14a0..cd100678fe1 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Getting-Started.md +++ b/Packages/com.unity.shadergraph/Documentation~/Getting-Started.md @@ -3,7 +3,7 @@ Use Shader Graph with either of the Scriptable Render Pipelines (SRPs) available in Unity version 2018.1 and later: - The [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest) -- The [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest) +- The [Universal Render Pipeline (URP)](https://docs.unity3d.com/Manual/urp/urp-introduction.html) As of Unity version 2021.2, you can also use Shader Graph with the [Built-In Render Pipeline](https://docs.unity3d.com/Documentation/Manual/built-in-render-pipeline.html). @@ -12,4 +12,4 @@ As of Unity version 2021.2, you can also use Shader Graph with the [Built-In Ren When you install HDRP or URP into your project, Unity also installs the Shader Graph package automatically. You can manually install Shader Graph for use with the Built-In Render Pipeline on Unity version 2021.2 and later with the Package Manager. For more information on how to install a package, see [Adding and removing packages](https://docs.unity3d.com/Manual/upm-ui-actions.html) in the Unity User Manual. -For more information about how to set up a Scriptable Render Pipeline, see [Getting started with HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/getting-started-in-hdrp.html) or [Getting started with URP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/InstallingAndConfiguringURP.html). +For more information about how to set up a Scriptable Render Pipeline, see [Getting started with HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/getting-started-in-hdrp.html) or [Getting started with URP](https://docs.unity3d.com/Manual/urp/InstallingAndConfiguringURP). diff --git a/Packages/com.unity.shadergraph/Documentation~/Graph-Settings-Tab.md b/Packages/com.unity.shadergraph/Documentation~/Graph-Settings-Tab.md index 78d145f0c1e..038ddf6665a 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Graph-Settings-Tab.md +++ b/Packages/com.unity.shadergraph/Documentation~/Graph-Settings-Tab.md @@ -12,4 +12,4 @@ The **Graph Settings** tab on the **[Graph Inspector](Internal-Inspector.md)** m |:----------|:------------| | Precision | A [Precision Mode](Precision-Modes.md) drop-down menu that lets you set the default precision for the entire graph. You can override the Precision setting here at the node level in your graph.| | Preview Mode | (Subgraphs only) Your options are **Inherit**, **Preview 2D**, and **Preview 3D**. | -| Active Targets | A list that contains the Targets you've selected. You can add or remove entries using the Add (**+**) and Remove (**-**) buttons.
Shader Graph supports three targets: the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/index.html), the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/index.html), and [Built-In Render Pipeline](https://docs.unity3d.com/2020.3/Documentation/Manual/render-pipelines.html). Target-specific settings appear below the standard setting options. The displayed Target-specific settings change according to which Targets you select. | +| Active Targets | A list that contains the Targets you've selected. You can add or remove entries using the Add (**+**) and Remove (**-**) buttons.
Shader Graph supports three targets: the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html), the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/index.html), and [Built-In Render Pipeline](https://docs.unity3d.com/2020.3/Documentation/Manual/render-pipelines). Target-specific settings appear below the standard setting options. The displayed Target-specific settings change according to which Targets you select. | diff --git a/Packages/com.unity.shadergraph/Documentation~/Graph-Target.md b/Packages/com.unity.shadergraph/Documentation~/Graph-Target.md index 63b2305a31a..652b6b20eb4 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Graph-Target.md +++ b/Packages/com.unity.shadergraph/Documentation~/Graph-Target.md @@ -10,7 +10,7 @@ Target Settings are specific to each Target, and can vary between assets dependi Typically, each Target you select generates a valid subshader from the graph. For example, a Shader Graph asset with both URP and HDRP Targets will generate two subshaders. When you use a graph that targets multiple render pipelines, you must reimport the Shader Graph asset if you change the active render pipeline. This updates the Material Inspector for any Materials that use your graph. -Shader Graph supports three targets: the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/index.html), the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/index.html), and the [Built-In Render Pipeline](https://docs.unity3d.com/2020.3/Documentation/Manual/render-pipelines.html). +Shader Graph supports three targets: the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html), the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/index.html), and the [Built-In Render Pipeline](https://docs.unity3d.com/2020.3/Documentation/Manual/render-pipelines). Not all blocks are compatible with all targets. If a block in your graph becomes inactive when you choose a target, that block is not compatible with that target. diff --git a/Packages/com.unity.shadergraph/Documentation~/Position-Node.md b/Packages/com.unity.shadergraph/Documentation~/Position-Node.md index 116449a0274..5982556c6cc 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Position-Node.md +++ b/Packages/com.unity.shadergraph/Documentation~/Position-Node.md @@ -21,7 +21,7 @@ The Position Node provides drop-down options for both **World** and **Absolute W The [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html) uses [Camera Relative](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?preview=1&subfolder=/manual/Camera-Relative-Rendering.html) as its default world space. -The [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html) uses **Absolute World** as its default world space. +The [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html) uses **Absolute World** as its default world space. ### Upgrading from previous versions If you use a Position Node in **World** space on a graph authored in Shader Graph version 6.7.0 or earlier, it automatically upgrades the selection to **Absolute World**. This ensures that the calculations on your graph remain accurate to your expectations, since the **World** output might change. diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Decal.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Decal.md index bcd3e81a8ee..ac30f503e25 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Decal.md +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Decal.md @@ -1,7 +1,7 @@ # Decals Decals allow you to apply local material modifications to specific places in the world. You might think of things like applying graffiti tags to a wall or scattering fallen leaves below a tree. But decals can be used for a lot more. In these examples, we see decals making things look wet, making surfaces appear to have flowing water across them, projecting water caustics, and blending specific materials onto other objects. -Decals are available to use in both HDRP and URP, but they need to be enabled in both render pipelines. To use decals, refer to the documentation in both [HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/decals.html) and [URP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/renderer-feature-decal.html). +Decals are available to use in both HDRP and URP, but they need to be enabled in both render pipelines. To use decals, refer to the documentation in both [HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/decals.html) and [URP](https://docs.unity3d.com/Manual/urp/renderer-feature-decal.html). #### Material Projection This decal uses triplanar projection to project a material in 3D space. It projects materials correctly onto any mesh that intersects the decal volume. It can be used to apply terrain materials on to other objects like rocks so that they blend in better with the terrain. diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Detail.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Detail.md index 59de6ba7216..1e454e51a9c 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Detail.md +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready-Detail.md @@ -54,7 +54,7 @@ This custom GUI script enables the small texture thumbnails and other features i ## Decals Decals allow you to apply local material modifications to specific places in the world. You might think of things like applying graffiti tags to a wall or scattering fallen leaves below a tree. But decals can be used for a lot more. In these examples, we see decals making things look wet, making surfaces appear to have flowing water across them, projecting water caustics, and blending specific materials onto other objects. -Decals are available to use in both HDRP and URP, but they need to be enabled in both render pipelines. To use decals, see the documentation in both [HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/decals.html) and [URP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/renderer-feature-decal.html). +Decals are available to use in both HDRP and URP, but they need to be enabled in both render pipelines. To use decals, see the documentation in both [HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@17.0/manual/decals.html) and [URP](https://docs.unity3d.com/Manual/urp/renderer-feature-decal.html). #### Material Projection This decal uses triplanar projection to project a material in 3D space. It projects materials correctly onto any mesh that intersects the decal volume. It can be used to apply terrain materials on to other objects like rocks so that they blend in better with the terrain. diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Custom-UI-components.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Custom-UI-components.md new file mode 100644 index 00000000000..4cebeac35bd --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Custom-UI-components.md @@ -0,0 +1,13 @@ +# Custom UI components + +The sample contains a few custom UI components to reproduce the behavior of some elements such as buttons, toggles and sliders, passing data to the material assigned. +You can add these components from the main menu **Component** > **UI** > **Shader Graph Samples**. + +| Component | Description | +|:------------|:-------------------| +| **RectTransform Size** | Passes the gameObject's RectTransform's size to the graphic's material, as a _RectTransformSize Vector2 property. This is then fetched in a Shader Graph or Subgraph by using the RectTransform Size custom node (see below).| +| **Button** | Reproduces the behavior of a UI Button component. The button state is fetched in a Shader Graph or Subgraph by using the Selectable State custom node (see below). | +| **Toggle** | Reproduces the behavior of a UI Toggle component. The toggle 'on' state is fetched in a Shader Graph or Subgraph by using the Toggle State custom node (see below). Its state as a selectable is fetched in a Shader Graph or Subgraph by using the Selectable State custom node (see below).| +| **Meter** | A passive meter to be used as a progress indicator or gauge. It passes a normalized value to the Graphics material as a float "_MeterValue" property. Use the MeterValue node to fetch the value in a Shader Graph or Subgraph.| +| **RangeBar** | A passive range bar to be used as a progress bar, or in combination with a Range Slider.| +| **Slider** | A custom slider, handling drag events. Its value is fetched in a Shader Graph or Subgraph by using the Slider Value custom node (see below). Its state as a selectable is fetched in a Shader Graph or Subgraph by using the Selectable State custom node (see below).| \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Custom-nodes.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Custom-nodes.md new file mode 100644 index 00000000000..0eb3908039a --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Custom-nodes.md @@ -0,0 +1,26 @@ +# Custom nodes + +The sample contains a few custom shader graph nodes to facilitate the setup. +The custom nodes are broken into two categories: +- **Inline Properties** - These nodes automatically add a hidden property to the shader graph and fetch its value. +- **Branch** - These nodes enable branching on the value of specific inputs such as a Button state. + +## Inline Property Nodes +These nodes automatically add a hidden property to the shader graph and fetch its value. +You can also just manually add the property to the shader graph, but these custom nodes let you nest them in subgraphs. + +| Node | Description | +|:---------------|:-------------------| +| **RectTransform Size** | Adds a _RectTransformSize Vector2 hidden property to the graph and outputs its value. This is fed by the RectTransformSize component required by some subgraphs to perform aspect ratio based math. +| **Selectable State** | Adds a _State float hidden property to the graph and outputs its value. This is fed by the Selectable components (CustomButton, CustomToggle and Slider). The value represents the mutually exclusive state such as: **0 - Normal**, **1 - Highlighted**, **2 - Pressed**, **3 - Selected**, **4 - Disabled** | +| **Toggle State** | Adds a _isOn Boolean hidden property to the graph and outputs its value. This is fed by the CustomToggle component. | +| **Meter Value** | Adds a _MeterValue float hidden property to the graph and outputs its value. This is fed by the Meter component and allows creating progress, health or other indicators. | +| **Slider Value** | Adds a _SliderValue Vector3 hidden property to the graph and outputs its value as: **Value** - The normalized Slider Value as float. **Direction** - The normalized Slider Direction as Vector2. This is fed by the Slider component and allows creating sliders of which the direction and value can be set from the component. | +| **Range Bar** | Adds a _RangeBar Vector4 hidden property to the graph and outputs its value as: **Min** - The normalized Slider Min Value as float. **Max** - The normalized Slider Max Value as float. **Direction** - The normalized Slider Direction as Vector2. This is fed by the RangeBar component and allows creating range bars of which the direction and min/max values can be set from the component. | + +## Branch Nodes +These nodes let you branch on the value of specific inputs such as a Button state. +The motivation behind making them custom nodes rather than subgraphs lies in the ability to feature dynamic ports. + +### SelectableBranch +This node lets you branch depending on the state of a Selectable element such as a CustomButton. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Examples.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Examples.md new file mode 100644 index 00000000000..54bd2f1a785 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Examples.md @@ -0,0 +1,222 @@ +# Examples +These example shaders are built using the subgraph nodes. They show how the subgraph nodes work and how you can combine them to create backgrounds, buttons, and meters. + +## Backgrounds +The background examples are shaders that you can assign to Canvas Image objects that serve as backgrounds for other UI elements. + +### 80sSunset +This example combines the LinearTime, Perspective, Move, SquareTiles, Bars, and AntiAliasing nodes to generate a perspective grid that scrolls into the distance. + +Library Subgraph Nodes used in this example: +- Perspective +- LinearTime +- Move +- SquareTiles +- LinearGradient +- Bars +- AntiAliasing +- Gradients + +### Animated Clouds +This example combines animated procedural noise to create interesting dynamic patterns. + +### Blurred Hexagon +This example uses the SceneColorBlurred node to create a blurred version of the scene behind the user interface. It also uses the HexagonTiles node to generate a hexagon grid pattern. You can use the HexagonDisolve parameter to shrink and grow the size of the hexagons, which makes the pattern appear to dissolve. + +Library Subgraph Nodes used in this example: +- SceneColorBlurred +- HexagonTiles + +### Halftone +This example uses the Halftone node to convert the rendered scene behind the UI elements into a halftone pattern. It converts each of the three channels (red, green, and blue) into a halftone dot pattern, then recombines them to create the final image. + +Library Subgraph Nodes used in this example: +- Halftone + +### LavaLamp +This is an illustration of how distorted circle shapes can be animated to move around in random directions, and how signed distance field shapes can be blended together using the Smooth output of the SDFUnite node to merge the shapes. + +Library Subgraph Nodes used in this example: +- SineTime +- Move +- Circle +- SDFUnite + +### Pixelation +This example shows how to use the PosterizeUV node to quantize the UV coordinates used to sample the scene. The result is a version of the scene that appears to be made of larger pixels. + +Library Subgraph Nodes used in this sample: +- PosterizeUV + +### RoundedRectangleBubble +This example shows how to create a rounded frame as a background, including an outline and a drop shadow, for other UI elements. To maintain the correct aspect ratio of the rounded corners in this shader, connect the exposed WidthHeight parameter of this shader to the UI Image element’s Width and Height parameters. You can do this with the ImageSize script. Refer to [How to make shapes that adapt to the aspect ratio of the UI element](Shader-Graph-Sample-UGUI-Shaders-How-tos-aspect-ratio.md) for details on how to accomplish this. + +Library Subgraph Nodes used in this sample: +- Scale +- LinearGradient +- Move +- Rectangle + +### TechGrid +This example uses the SquareTiles node to generate a grid pattern and the AnimatedClouds node to create a smooth noise. These effects together create a nice tech grid for a background. + +Library Subgraph Nodes used in this sample: +- AnimatedClouds +- SquareTiles + +### WarpedGradient +This example shows how to warp UV coordinates with procedural noise and then use those warped coordinates to generate a deformed and blurry circle. It also darkens the corners of the screen using the Vignette node. + +Library Subgraph Nodes used in this sample: +- Move +- Circle +- Vignette + +## Buttons +![](images/UITools-buttons.png) +These examples show how to create buttons of various visual styles. Each button has exposed parameters that control the button’s visual states - selected, pressed, and active. In the example scene, you can take a look at how these material parameters are connected to the button’s state events to drive the appearance of the button. + +Many shape elements of the buttons use the AntiAliasing node which converts SDFs and gradients to perfectly anti-aliased shapes, regardless of scale or camera position. For more details on how to accomplish this, refer to [How to create a resolution-independent shape](Shader-Graph-Sample-UGUI-Shaders-How-tos-Res-indepenent.md). + +### AquaButton +This example shows how to create an aqua-style button and includes a specular highlight, gradient shading, a fresnel outline, and a colored drop shadow. It adjusts to the aspect ratio of the button object it’s assigned to using the WidthHeight parameter. In the sample scene, notice that this material parameter is connected to the UI object’s width and height values using the ImageSize script. + +Library Subgraph Nodes used in this sample: +- Move +- AspectRatio +- AnimatedSheen +- Pill + +### SciFiButton +This example uses multiple circular elements and illustrates how multiple elements can be combined with subtract, maximum, lerp, and multiply. + +Library Subgraph Nodes used in this sample: +- Circle +- CircleSegments +- AntiAliasing +- Scale +- PlayerIcon + +### SciFiButton2 +This button example is similar to the Tech Grid background. It uses the SquareTiles node to create a grid and the AnimatedClouds node to create a smooth noise background. It also illustrates the use of the Tilt node to turn the rectangle shape into a parallelogram. + +Library Subgraph Nodes used in this sample: +- AspectRatio +- LinearTime +- CircleSegments +- Rectangle +- AntiAliasing +- AnimatedSheen +- SquareTiles + +### SimpleButton +This is an example of how you can create a simple button with a smooth gradient color, a drop shadow, and Selected, Pressed, and Active states. + +Library Subgraph Nodes used in this sample: +- Move +- Scale +- LinearGradient +- Rectangle +- AntiAliasing + +## Indicators +![](images/UITools-meters2.png) +These UI elements indicate things to the player visually such as health level, ammo count, shield power, etc. All of them have an exposed material parameter called “Health” that drives the level of the meter. Using a script, you can connect this parameter to any value in your project to indicate its level to the player. + +### AquaMeter +The style of this meter matches the AquaButton example - but instead of exposing button states, it has a controllable fill meter. + +Library Subgraph Nodes used in this sample: +- AspectRatio +- Pill +- AntiAliasing +- HistogramScan + +### DialMeter +This example uses polar coordinates to create a circular-shaped meter. It also uses drop-shadows on both the inner circle and the outer shape. The player icon at the center could be replaced with a texture sample or another SDF shape. + +Library Subgraph Nodes used in this sample: +- AspectRatio +- Pill +- AntiAliasing +- HistogramScan + +### FantasyMeter +This example could be used as a health or mana indicator for a fantasy game. It uses the SphereGradient node to generate fake lighting and reflections based on a procedurally-generated sphere shape. The sphere defaults to being filled with red liquid, but you can easily change the color to anything you like by using the exposed Color parameter. + +Library Subgraph Nodes used in this sample: +- LinearGradient +- PosterizeGradient +- Hash11 +- LinearTime +- GridTiles +- Move +- Circle +- HistogramScan +- Waves +- AntiAliasing +- Gradients +- SphereGradient + +### SciFiMeter +This meter could be used to indicate ammo or shield level in a sci-fi-themed game. The cool thing about this one is that it starts to shake when the indicator gets low - to emphasize the urgency of low ammo or shields. + +Library Subgraph Nodes used in this sample: +- Shake +- AspectRatio +- Tilt +- Rectangle +- AntiAliasing +- WindowBlinds +- PosterizeGradient +- HistogramScan + +## Progress Bars +![](images/UITools-meters.png) + +### FancyLoading +This is a circle that’s made of circles. Each circle starts large and then gets smaller over time and the effect is offset so it happens in a wave pattern. The larger circle pattern also appears to move and change perspective over time as if it were tilting around in a 3D space. These effects are all achieved by chaining together various nodes from the Subgraph Library. + +Library Subgraph Nodes used in this sample: +- SineTime +- Perspective +- Scale +- Move +- LinearTime +- GridTiles +- Circle +- AntiAliasing + +### GradientBar +This is a pill-shaped bar that fills up as the progress parameter increases from zero to one. The aspect ratio adapts if it’s correctly connected to the width and height parameters of the Canvas Image element it’s assigned to. + +Library Subgraph Nodes used in this sample: +- Move +- Pill +- AntiAliasing +- Invert +- LinearGradient +- Scale +- Gradients + +### ProgressCircle +This is a round dial that fills up in a circle shape as the progress parameter increases from zero to one. The start color and end color are exposed as parameters and can be adjusted to create different looks. + +Library Subgraph Nodes used in this sample: +- Invert +- PosterizeGradient +- HistogramScan +- Circle +- AntiAliasing +- CircleSegments + +### SimpleLoading +This is a circle made of pill-shaped elements that fade from white to black over time. Each element fades in a wave-like pattern that appears to go around the circle. This type of animation is very commonly used as a loading indicator. + +Library Subgraph Nodes used in this sample: +- Tilt +- Scale +- LinearTime +- GridTiles +- Pill +- AntiAliasing \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Getting-Started.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Getting-Started.md new file mode 100644 index 00000000000..6502f581dfe --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Getting-Started.md @@ -0,0 +1,22 @@ +# Getting Started +After you import the sample from the Package Manager open this scene: + + - `Assets\Samples\Shader Graph\\UGUI Shaders\Scenes\UISampleScene.unity` + +Here you can see some sample buttons, indicators, and backgrounds. All of these UI elements were constructed in Shader Graph using the subgraphs in this sample. + +To see the subgraphs in a gallery, open this Shader Graph file: + - `Assets/Samples/Shader Graph//UGUI Shaders/Subgraphs/SubgraphLibrary.shadergraph` + +Here you’ll see all of the subgraphs grouped according to the category they’re in. You can double-click any of them to jump into the subgraph to see what it does. +You can also right click in any Shader Graph shader and find the subgraphs in the UI category in the Add Node window. + +To see examples of how to use the subgraphs, open the following Shader Graph asset: + - `Assets/Samples/Shader Graph/17.0.3/UGUI Shaders/Examples/SimpleExamples.shadergraph` + +This file contains several simple examples that show how the UI subgraphs can be used together to create interesting effects. It’s a good demonstration of the functionality of the subgraph nodes. + +To see examples of how to create UI buttons and indicators, open this Shader Graph file: + - `Assets/Samples/Shader Graph/17.0.3/UGUI Shaders/Examples/ButtonsAndIndicators.shadergraph` + +This file contains several example buttons and indicators. You can double click on any of them to open the Shader Graph assets and see how they’re constructed. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos-Button.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos-Button.md new file mode 100644 index 00000000000..bf87b216d0e --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos-Button.md @@ -0,0 +1,16 @@ +# How to create a functioning button +Buttons have multiple states depending on the user’s interaction with them. The button may change its appearance when the user’s mouse is hovering over the button. And when it’s pressed, the button may also change to indicate the press. That means that the shader needs to create the various visual styles and expose parameters to trigger them. You’ll then need to connect those exposed parameters to the button’s events. Follow these steps to learn how to do that. + +1. Create a new Shader Graph asset. +1. In the Graph Inspector, make sure that the Shader Graph’s Material setting is set to **Canvas**. +1. Open the shader’s Blackboard and add two boolean parameters. +1. Name the parameters **Selected** and **Pressed**. +1. Drag these parameters into your graph and use them to create a shader that changes depending on if the values are true or false. The SimpleButton Shader Graph asset is a good example of this. Find it here: `Assets/Samples/Shader Graph//UGUI Shaders/Examples/Buttons/SimpleButton` +1. In your scene, create a new Canvas element (if there isn’t one already) in the **Hierarchy** panel. (Right click in the Hierarchy panel and select **UI** > **Canvas**). +1. Add a Button element to the Canvas. (Right click on the Canvas element and select **UI** > **Button - TextMeshPro**) Then select the Button element. +1. Select the material associated with your shader in the Project panel and drag and drop it into the Material slot in the Inspector for the Image UI element. Now your shader’s material is assigned to the UI element. +1. Set the button’s **Source Image** and **Transition** to None. The shader provides these. +- Now click the **Add Component** button at the bottom of the Inspector and add the script called **UI Material**. This script exposes the Selected and Pressed parameters so they can be used by other scripts. +1. Click **Add Component** again and add the script called **ButtonMaterial**. This script connects the material’s exposed button parameters to the button’s events. + +Now you have a button that correctly passes information to its material when the mouse pointer hovers over the button, presses down on the button, stops pressing the button, and moves off of the button. You can set up the shader to respond to these events visually in whatever way makes sense for the style. For example, when the button is pressed, you might move the button down slightly, invert its color, or get darker. When the mouse is hovering over the button, you might make an outline appear around it, or turn on an animated sheen effect. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos-Res-indepenent.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos-Res-indepenent.md new file mode 100644 index 00000000000..3e753b36c7b --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos-Res-indepenent.md @@ -0,0 +1,12 @@ +# How to create a resolution-independent shape +When creating a UI element, it’s very useful to be able to make it resolution-independent - meaning that it looks sharp and crisp regardless of if it’s rendered at very high resolution or very low resolution. UI elements that are based on textures are resolution dependent. The texture itself has a specific resolution - so if the UI element is rendered at a higher resolution than the texture, the result will be blurry, and if the texture is a higher resolution than the UI element is rendered, you’ll get filtering artifacts and waste texture memory. + +With the nodes in the library included with this sample set, you can generate shapes procedurally instead of with textures. You can render these shapes at any resolution and they will always look perfectly sharp and smoothly anti-aliased. Here’s how to do it: + +1. Add one of the SDF shape nodes (Circle, Hexagon, Pill, Rectangle, Star, or Triangle) to your graph. You can find them in the Add Node menu under UI/SDFs. These nodes generate shapes using signed distance fields. If you grab the output from the Fill output port, you’ll get a shape, but you can also get the raw SDF output from the SDF output port. Each pixel in the SDF is a value that represents the distance to the nearest edge of the shape. Pixels that are inside the shape have a negative value to indicate that. +1. Add an AntiAliasing node to your graph. You can find it in the Add Node menu under UI/Helpers. The AntiAliasing node is designed to “resolve” an SDF into an anti-aliased shape in a resolution-independent way. +1. Connect the SDF output port of your SDF shape node to the Gradient input port of the AntiAliasing node. +1. Set the Cutoff port to a default value of zero. The AntiAliasing node will convert the shape’s SDF into a solid shape using a method that correctly adapts to the number of pixels on the screen. +1. To make your shape white and the background black, connect the **Out** port of the AntiAliasing node to a One Minus node to invert the result. + +You now have a resolution-independent shape. You can fill the whole screen with this shape and render it at 8k, or scale it down to a tiny portion of the screen and render it on a low-end smartphone and it will have a sharp, anti-aliased edge in all cases. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos-aspect-ratio.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos-aspect-ratio.md new file mode 100644 index 00000000000..aa4597e78e4 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos-aspect-ratio.md @@ -0,0 +1,18 @@ +# How to make shapes that adapt to the aspect ratio of the UI element +Buttons and other UI elements come in all shapes and sizes. Frequently, the same style of button or background element needs to work with many different shapes or adapt to a changing width and height. Many of the UI elements in this sample are designed to adapt to changing dimensions. Follow these steps to create a UI element that can do that. + +1. Create a new Shader Graph asset. +1. In the Graph Inspector, set the Shader Graph’s Material setting to **Canvas**. +1. Add an SDF Pill node to the new Shader Graph file. ( You can find this node in the **Add Node** menu under **UI/SDFs**.) +1. Connect the Pill node’s **Fill** output port to the **Base Color** input port of the **Master Stack**. Now you’ve created a shader for a UI element that’s meant to be square. If you assign this shader to a non-square UI element, it will stretch and not look like a proper pill shape. +Notice that the Pill node’s last input port is called **WidthHeight**. This is an input for the width and height data of the UI element that the shader will be assigned to. By default, the Pill node assumes the UI element will be square, but if you plan to use a different aspect ratio, you can enter other values. Rather than entering the values manually, it’s best to connect them to the actual UI element values. That’s what we’ll do next. +1. Open the **Blackboard** and add a new Vector2 parameter. +1. Name the parameter **WidthHeight**. +1. Drag the parameter into the graph and connect it to the **WidthHeight** input port on the Pill node. You’ve now exposed the **WidthHeight** parameter so it can be connected outside the shaders. +1. In your scene, create a new **Canvas** element (if there isn’t one already) in the **Hierarchy** panel. (Right click in the **Hierarchy** panel and select **UI** > **Canvas**). +1. Then add an Image element to the Canvas. (Right click on the **Canvas** element and select **UI** > **Image**) Select the Image element. +1. Select the material associated with your shader in the Project panel and drag and drop it into the Material slot in the Inspector for the Image UI element. Now your shader’s material is assigned to the UI element. +1. Click the **Add Component** button at the bottom of the Inspector. +1. Select and assign the **Image Size** script to the Image element. This script connects the Image element’s Width and Height parameters to the WidthHeight parameter of your shader, so when the Width or Height values change, the shader adapts. + +Now you have a shader that will adapt to the aspect ratio of the UI element it’s assigned to. You can adjust the Width and Height parameters of the Image element and the Pill shape will maintain its rounded shape. This same feature is also available on many of the other nodes in the node library. You can control any subgraph node with a WidthHeight input port in this same way. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos.md new file mode 100644 index 00000000000..e7d31191470 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-How-tos.md @@ -0,0 +1,9 @@ +# How Tos + +The following topics provide examples of UI elements that you can create with shader graph. + +| Topic | Description | +|:---------------------------|:-----------------------------------------------------------------| +| [How to create a resolution-independent shape](Shader-Graph-Sample-UGUI-Shaders-How-tos-Res-indepenent.md) | Learn how to create UI elements based on textures. | +| [How to create a functioning button](Shader-Graph-Sample-UGUI-Shaders-How-tos-Button.md) | Learn how to create a button that changes appearance depending on the user action. | +| [How to make shapes that adapt to the aspect ratio of the UI element](Shader-Graph-Sample-UGUI-Shaders-How-tos-aspect-ratio.md) | Learn how to create UI elements that can adapt to changing dimensions. | diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Notes-on-performance.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Notes-on-performance.md new file mode 100644 index 00000000000..73c46ed1875 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Notes-on-performance.md @@ -0,0 +1,6 @@ +# Notes On Performance +The techniques on display in these example shaders use pure math to generate visuals (procedural generation) instead of sampling texture maps. While it’s obvious that these methods will use less memory than texture map based methods, the main question is whether it’s cheaper to sample a texture map, or generate the visuals procedurally. + +In our internal testing, the performance difference between rendering a texture-based button and a procedurally-generated button was less than 0.01 milliseconds so the difference was so small that it was almost not measurable. Of course it would be possible to create a significantly more complex shader that would be more expensive than a texture sample, but at the level of complexity of the examples we’ve created, there’s almost no performance difference between these and traditional texture-based UI elements. + +Given this understanding, in addition to the other benefits of these techniques (described at the top of this documentation), it seems obvious that this is a very efficient and effective way to create UI elements. \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Subgraph-nodes.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Subgraph-nodes.md new file mode 100644 index 00000000000..3c9b56c5c8b --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders-Subgraph-nodes.md @@ -0,0 +1,351 @@ +# Subgraph Nodes + +The subgraphs have been created to help speed up the process of creating user interface elements. They’re building blocks that can be strung together quickly to achieve various appearances and functionalities. You can see all of the subgraph nodes in the collection by opening this shader file: +Assets/Samples/Shader Graph//UGUI Shaders/Subgraphs/SubgraphLibrary + +The subgraphs are broken into the following categories: + - **Inputs** - These subgraphs provide input data. + - **Utilities** - These subgraphs feature simple utilities to help with input data. + - **Gradients** - These nodes generate gradients in various shapes including linear, spherical, square, and custom. + - **Helpers** - these subgraphs provide commonly-used operations for building UI elements + - **Patterns** - These nodes generate procedural patterns that can be used as backgrounds or masks. The patterns include clouds, bars, checkers, circle segments, hexagon tiles, player icon, rings, ring segments, square tiles, wedges, and window blinds. + - **SDFs** - Signed Distance Field shapes are the basis for UI elements. The value of each pixel in an SDF represents the distance to the edge of the shape. You can use the SDF data to create resolution-independent shapes that are either sharp or blurry. Shapes in the set include circle, hexagon, pill, rectangle, star, and triangle. This collection also contains operators for combining SDF shapes. + - **Time** - These nodes output time in various forms - looping, mirroredm, sine wave, etc. + - **UV** - These nodes manipulate UV coordinates including move, scale, tilt, mirror, invert, and more. Shapes and elements can be transformed by adjusting their UV coordinates with these nodes. + ![](images/UITools-subgraphs.png) + +## Inputs + +### Canvas Color +This subgraph outputs the UI element color in linear space, performing color space conversion on vertex color if the Canvas is set to store vertex colors in gamma space. +Make sure to check "Disable Color Tint" in the Graph Settings when using the Canvas Color node, to not tint the final output. + +## Utilities + +### SelectableStateCompare +This subgraph takes a Selectable State as a float and outputs Boolean values to inform on the states. + +### SelectableStatePreview +This subgraph takes a Selectable State as a float input and features a dropdown to override its value withing Shader Graph only. This allows previewing what things look like when in a given state. +This has no effect on the final shader that will always use the provided input. + +### SliderDirectionCompare +This subgraph takes a Direction as a Vector2 and outputs Boolean values to inform on cardinals. + +### SliderDirectionPreview +This subgraph takes a Direction as a Vector2 input and features a dropdown to override its value withing Shader Graph only. This allows previewing what things look like with a different direction is used. +This has no effect on the final shader that will always use the provided input. + +### Gradients +This node is a collection of commonly used gradients. You can select the gradient you want to use from the Style dropdown. By default, a horizontal LinearGradient is used as the input, but you can pass in any input gradient you want. + +#### Cone Gradient +Creates a Gradient, Normals, Height, and a Mask for a procedurally-generated cone. This allows you to create 3d effects in a 2d environment. The Size input port controls the size of the generated cone relative to the UV space. ConeHeight input controls the height above the base of the cone’s center point. The LightDirection input port is a vector that determines the direction the light is coming from for the Diffuse gradient output. The Diffuse output uses the cone’s normals and the incoming LightDirection to calculate diffuse lighting. Areas of the Diffuse gradient facing away from the LightDirection will have negative values, so you may need to use a Saturate node to limit the range of the output to zero to one. The NormalTS output is a normalized vector that indicates the direction each pixel on the cone’s surface is facing. The Height output is a heightmap for the cone. The Mask output is white inside the cone and black outside. + +Usage Examples: +- Examples/Backgrounds/80sSunset +- Examples/Indicators/FantasyMeter + +#### Linear Gradient +This node uses UV coordinates to create a vertical or horizontal gradient from black to white. By default, the node uses the UV coordinates from the UI element, but you can also pass in your own coordinates to the UV input port. The U output port creates a horizontal gradient and the V output port creates a vertical gradient. + +Usage Examples: +- Examples/Backgrounds/80sSunset +- Examples/ProgressBars/GradientBar + +#### Cube Gradient +Creates a gradient, normals, height, and a mask for a procedurally-generated cube. This allows you to create 3d effects in a 2d environment. The InnerSize and OuterSize input ports control the size of the generated cube relative to the UV space. The LightDirection input port is a vector that determines the direction the light is coming from for the Diffuse gradient output. The Diffuse output uses the cube’s normals and the incoming LightDirection to calculate diffuse lighting. Areas of the Diffuse gradient facing away from the LightDirection will have negative values, so you may need to use a Saturate node to limit the range of the output to zero to one. The NormalTS output is a normalized vector that indicates the direction each pixel on the sphere’s surface is facing. The Mask output is white inside the sphere and black outside. + +#### Sphere Gradient +Creates a gradient, normals, height, and a mask for a procedurally-generated sphere. This allows you to create 3d effects in a 2d environment. The Size input port controls the size of the generated sphere relative to the UV space. The LightDirection input port is a vector that determines the direction the light is coming from for the Diffuse gradient output. The Diffuse output uses the sphere’s normals and the incoming LightDirection to calculate diffuse lighting. Areas of the Diffuse gradient facing away from the LightDirection will have negative values, so you may need to use a Saturate node to limit the range of the output to zero to one. The NormalTS output is a normalized vector that indicates the direction each pixel on the sphere’s surface is facing. The Mask output is white inside the sphere and black outside. + +Usage Examples: +- Examples/Indicators/FantasyMeter + +### Helpers + +#### Anti Aliasing +You can use this node to create a perfectly anti-aliased edge from any SDF shape or gradient regardless of the size of the shape or the camera’s distance from the UI element. You can use it to create resolution-independent UI elements. The Cutoff input controls the point along the input gradient where the hard edge should be. See the documentation section entitled “How to create a resolution-independent shape” for instructions on using this node. + +Usage Examples: +- Examples/Indicators/FantasyMeter +- Examples/Backgrounds/LavaLamp + + +#### Aspect Ratio +Given the Width and Height of the UI element, this node calculates the aspect ratio of the UI element. It can be used to create buttons and widgets that correctly adapt to changes in the width or height of the assigned UI element. It works best when the WidthHeight input port is connected to the Width and Height parameters of the assigned UI element. See the documentation section entitled “How to make shapes that adapt to the aspect ratio of the UI element” for more information. + +Usage Examples: +- Examples/Indicators/AquaMeter +- Subgraphs/SDFs/Pill + +#### Ease Curves +This node adjusts the falloff curve of the input gradient. There are 9 available falloff curves. More information on the falloff curves can be found here: https://easings.net/ By default, the input Gradient is LinearTimeMirror, but you can use any type of gradient you want. + +#### Hash11 +Given an input value In and a Seed, this node generates a deterministic random value in the 0 to 1 range as output. Time is used as the default input, but you can use any input value you want. + +Usage Examples: +- Examples/Indicators/FantasyMeter + +#### Hash21 +Given a vector2 value UV (such as UV coordinates) and a Seed, this node generates a deterministic random value as output. UV0 is the default UV input, but you can use any vector 2 value you want. + +#### Histogram Scan +This node allows you to convert a gradient or SDF into a solid shape. You can control the Position along the gradient where the solid edge forms as well as the hardness of the edge using Contrast input. The lower the Contrast value, the softer the edge. + +Usage Examples: +- Examples/ProgressBars/ProgressCircle +- Examples/Indicators/DialMeter + +#### Lerp Multiple +This node works in a similar way as the Lerp node, but allows you to blend between 3 or 4 values instead of just 2. FracTime is used as the default for the T value but you can use any value you want. + +#### Mirror +This node flips the input value back and forth. The number of times to repeat the back and forth pattern is determined by the Subdivisions input. + +Usage Examples: +- Subgraphs/SDFs/Wave + +#### PosterizeGradient +This node quantizes gradients into discrete steps. The number of steps is controlled by the Steps input. The step divisions can be divided to preserve the overall range or to preserve the step distance. + +Usage Examples: +- Examples/ProgressBars/ProgressCircle +- Examples/Indicators/SciFiMeter + +#### Random +Given UV coordinates and a Seed, this node generates random values - either Vector 2 or Float. Because the method used to generate the values uses a sine function, it is non-deterministic, may vary on various hardware platforms (depending on the hardware implementation of sine), and may exhibit repetitive patterns when given large input values. If you are seeing these issues, use the Hash11 or Hash21 nodes instead. + +Usage Examples: +- Subgraphs/UV/Shake.shadersubgraph + +#### RoundedCorners +This is a helper node used by the SDF Rectangle node. It helps to generate the rounded corners of the rectangle. + +Usage Examples: +- Subgraphs/SDFs/Rectangle + +#### Scene Color Blurred +This node samples the Scene Color node in a spiral pattern and averages the result to create the appearance of blurring the scene background behind the UI element. Cycles is the number of turns of the spiral. Use Samples Per Cycle to control the number of samples in each cycle. The total number of samples is Cycles times Samples Per Cycle. Higher numbers of samples result in smoother blur appearance but higher cost. Lower sample numbers give better performance but grainier results. See the Sticky Notes inside the subgraph for more information. + +Usage Examples: +- Examples/Backgrounds/BlurredHexagon + +### Patterns + +#### Animated Clouds +Generates an animated cloud pattern. By default, the clouds are generated in screen space, but you can also pass in your own UV coordinates. You can control the color of the clouds with the Color1 and Color2 inputs. The speed of cloud movement is controlled with the Speed input. And the size of the clouds can be controlled with the Scale input. + +Usage Examples: +- Examples/Backgrounds/TechGrid +- Examples/Buttons/SciFiButton2 + +#### Animated Sheen +This node creates a scrolling highlight gradient. It’s intended to create the animated sheen on buttons - especially when the button is selected or the user’s mouse is hovering over the button. You can control the size of the effect with the Scale input. The angle of tilt can be adjusted with the Tilt input value. And you can control the Speed that the effect scrolls with the Speed input. + +Usage Examples: +- Examples/Buttons/AquaButton +- Examples/Buttons/SciFiButton2 + +#### Bars +This node generates vertical or horizontal bars (an alternating black and white pattern) depending on the output port you use. You can control the number of bars using the Bars input. + +#### Checkers +This node generates a simple checkerboard pattern. You can control the scale of the pattern using the Tiles input. + +#### Circle Segments +This node divides a circle into the given number of segments and alternates them between black and white. The width and blur of the segments can be controlled with the Spacing and Blur inputs. The segments can be output as triangles or lines. You can also rotate the pattern using the Rotation input. + +Usage Example: +- Examples/Buttons/SciFiButton + +#### Hexagon Tiles +This node creates a hexagon grid. The Tiles input controls the scale of the hexagon tiles. The Thickness input controls the width of the Stroke outlines. The Distance input controls the size of the white parts of the tiles relative to the black lines. The Blur input controls the blurriness of the tile outlines. An interesting and useful inverse SDF effect can be achieved by setting the Distance input to 0 and the Blur input to 0.5. + +Usage Examples: +- Examples/Backgrounds/BlurredHexagon + +#### Player Icon +This node creates an avatar icon. It combines the Circle and Pill SDF nodes. It’s a good example of how SDFs can be combined to create other shapes. + +Usage Examples: +- Examples/Buttons/SciFiButton +- Examples/Indicators/DialMeter + +#### Rings +This subgraph generates a series of concentric rings. You can select the number of rings with the Segments input. You can control how sharp or blurry the rings are with the Glow Min Max input. You can crop the rings at the edges with the Mask To Bounds input. The Offset input moves the rings toward or away from the center. By default it’s set to LinearTime but you can use any input value. + +#### Ring Segments +This node generates a set of rotating ring segments. You can control the number of segments with the Segments input. The Size input controls how far the segments are from the center. The Blur input controls how sharp or blurry the edges of the segments are. The Thickness input controls the width of the segments. The Contrast input controls the falloff of the segment’s tail. The Rotation input controls the movement or position around the circle of the segments. + +#### Square Tiles +This node generates a grid pattern of square tiles. The Tiles input controls the number of tiles in each dimension. Size controls the size of the white squares vs black lines in both dimensions. The lower these values are, the thicker the black outlines will be. Blur controls the sharpness/blurriness of the white squares. You’ll most likely need to turn the Size value down in order to make room for blurry edges. + +Usage Examples: +- Examples/Backgrounds/TechGrid +- Examples/Buttons/SciFiButton2 + +#### Wedges +This node generates wedge patterns of various types. The type can be selected with the dropdown box. + +Usage Examples: +- Subgraphs/Gradients/SquareGradient + +#### Window Blinds +This node generates a bar pattern that can expand or contract to give the appearance of opening and closing window blinds. The Rotation input controls the orientation of the blinds in degrees. The Segments input controls the number of blinds. The Progress input controls the balance between black and white. Higher values make the white bars larger and lower values make the black bars larger. Blur controls the sharpness/blurriness of the bard edges. + +Usage Example: +- Examples/Indicators/SciFiMeter + +### SDFs +SDFs or Signed Distance Fields are a very useful way of representing procedurally-generated shapes. The value of each pixel in the SDF represents the distance to the nearest shape edges. Pixels inside the shape have negative values - also indicating the distance to the nearest edge. + +SDFs can be used to create a final shape using the Fill output of the SDF node, using the Histogram Scan node, or the AntiAliasing node. The AntiAliasing node specifically will create shapes that are perfectly anti-aliased regardless of scale, camera distance, or resolution. + +Each of the SDF shape nodes outputs the shape from the Fill output. The Stroke port outputs an outline of the shape. The Stroke Thickness input parameter controls the width of the Stroke outline. The nodes also output the SDF itself as well as the Stroke SDF. + +You can control the sharpness or blurriness of the Fill shape by using the Edge Min and Edge Max controls. The closer together the values are, the sharper the edge of the shape will be. The farther apart the values are, the softer/blurrier the edges will be. A blurry SDF shape makes a great drop shadow. + +#### Circle +Creates a circle shape. + +- Usage Examples: +- Examples/Buttons/SciFiButton +- Examples/Indicators/FantasyMeter +- Examples/Indicators/DialMeter + +#### Hexagon +Creates a hexagon shape. It’s possible to round the corners of the hexagon using the Corner Radius input parameter. + +#### Pill +Generates a pill shape. You can control the height of the pill with the Size parameter. You can control the width of the pill with the Width parameter. To control the aspect ratio of the pill, use the WidthHeight parameter to enter the dimensions of the UI element. + +Usage Examples: +- Examples/Buttons/AquaButton +- Examples/ProgressBars/GradientBar + +#### Rectangle +Creates a rectangle shape. You can round the corners of the rectangle using the four Corner Radii input values. To control the aspect ratio of the rectangle, use the WidthHeight parameter to enter the dimensions of the UI element. + +Usage Examples: +- Examples/Buttons/SimpleButton +- Examples/Backgrounds/RoundedRectangleBubble + +#### Star +Creates a star shape. You can control the number of points and the point distance. + +#### Triangle +Creates a triangle shape. It’s possible to round the corners of the triangle using the Corner Radius input parameter. + +#### Waves +Generates an animated wave pattern from any SDF. You can control the number of waves and the movement of the waves using the Repetitions and Movement parameters. + +Usage Example: +- Examples/Indicators/FantasyMeter + +#### SDF Intersect +This is a basic boolean intersection operation between two SDFs. The result is the intersection where the two shapes overlap. Using the Smooth output allows the result to have a soft blend instead of the hard edge. + +#### SDF Subtract +This is a basic boolean intersection operation between two SDFs. The result is the second SDF subtracted from the first. Using the Smooth output allows the result to have a soft blend instead of the hard edge. + +#### SDF Unite +This is a basic boolean intersection operation between two SDFs. The result is the two SDF shapes combined together. Using the Smooth output allows the result to have a soft blend instead of the hard edge. + +Usage Example: +- Examples/Backgrounds/LavaLamp + +### Time + +#### LinearTime +Outputs time values that increase linearly. The Loop output increases linearly from 0 to 1 and then jumps back to zero. The Mirror output increases linearly from 0 to 1 and then decreases linearly back to 0 and repeats this back and forth cycle. The Switch output jumps from 0 directly to 1 and then back to 0 again. + +Usage Examples: +- Examples/Backgrounds/80sSunset +- Examples/Buttons/SciFiButton2 +- Examples/Indicators/FantasyMeter + +#### SineTime +The Raw output flows in a smooth curve from -1 to 1 and back. The Normalized output flows in a smooth curve between 0 and 1. + +Usage Examples: +- Examples/ProgressBars/FancyLoading +- Examples/Backgrounds/LavaLamp + +#### TimeOffset +Allows you to use a mask to determine areas where time is offset. The maximum offset value is defined by the Offset input. Areas where the Mask is 1 are time offset by the maximum amount. Areas where the Mask is 0 are not time offset. + +### UV +#### GridTiles +Divides the UV space into the number of tiles defined by Tile U and Tile V. Aspect ratio can be maintained by inputting correct values into WidthHeight + +Usage Examples: +- Examples/Indicators/FantasyMeter +- Examples/ProgressBars/FancyLoading + +#### Halftone +Divides the UV space into halftone space or outputs a halftone pattern based on the input gradient where the size of the dots are determined by the shades in the input gradient. Areas where the input gradient is white have the largest halftone dots. + +Usage Example: +- Examples/Backgrounds/Halftone + +#### Invert +Flips the U coordinate, the V coordinate, or both. + +Usage Example: +- Examples/Indicators/DialMeter +- Examples/ProgressBars/GradientBar +- Examples/ProgressBars/ProgressCircle + +#### MirrorUV +Takes UV coordinates in the 0 to 1 range and converts them to go from 0 to 1 to 0 again. You can control the offset, rotation, scale, and axis to mirror. + +#### Move +Moves UV coordinates the amount specified by the Move input. + +Usage Examples: +- Examples/Backgrounds/80sSunset +- Examples/Backgrounds/LavaLamp +- Examples/Backgrounds/WarpedGradient +- Examples/Buttons/SimpleButton + +#### Perspective +Distorts UV coordinates to make it look like perspective is applied as if the object were rotated away from the camera. Because of the perspective warping, some empty space is created around the edges. This empty space is black in the Alpha output. The Alpha Threshold and Alpha Feather inputs control the edges of the empty space. + +Usage Examples: +- Examples/ProgressBars/FancyLoading +- Examples/Backgrounds/80sSunset + +#### PosterizeUV +Divides smooth UV coordinates into discrete, quantized units. The number of units can be specified with the Steps input. This node works well to convert a high resolution image into a low resolution one. + +Usage Example: +- Examples/Backgrounds/Pixelation + +#### Scale +Scales texture coordinates by the amount specified in Scale around the point specified by Pivot Point. + +Usage Examples: +- Examples/Backgrounds/RoundedRectangleBubble +- Examples/Buttons/SciFiButton +- Examples/Indicators/DialMeter + +#### Shake +Oscillates UV coordinates back and forth quickly by a random amount and using the Speed and Strength inputs. + +Usage Example: +- Examples/Indicators/SciFiMeter + +#### Tilt +Tilts the UV coordinates so that the resulting object slants to the left or right. + +Usage Examples: +- Examples/Indicators/SciFiMeter +- Examples/ProgressBars/SimpleLoading + +#### Waves +Distorts the UV coordinates in a wave pattern. The strength and size of the waves can be controlled with the Amplitude and Frequency inputs. + +Usage Example: +- Examples/Indicators/FantasyMeter \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders.md new file mode 100644 index 00000000000..38627e6fd2c --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders.md @@ -0,0 +1,35 @@ +# UGUI Shaders +![](images/UIToolsSample.png) + +The Shader Graph UGUI Shaders sample is a collection of Shader Graph subgraphs that serve as building blocks for building user interface elements. They speed up the process of building widgets, buttons, and backgrounds for the user interface of your project. Using these tools, you can build dynamic, procedural UI elements that don’t require any texture memory and scale correctly for any resolution screen. + +In addition to the subgraphs, the sample also includes example buttons, indicators, and backgrounds built using the subgraphs. The examples show how the subgraphs function in context and help you learn how to use them. + +We have two main objectives with this sample set: + + + - Demonstrate Shader Graph’s ability to create dynamic, resolution-independent user interface elements in a wide variety of shapes and styles. + - Make it easier and faster to create UI elements by providing a large set of UI-specific subgraph nodes that can be used as building blocks to speed up the creation process. + + Using Shader Graph and UGUI, you can create user interface elements that are resolution independent, require zero texture memory, can be authored and edited directly in Shader Graph inside of Unity, automatically adapt to aspect ratio, and contain all visual states and behaviors. That’s a lot, so let’s unpack it! + + - **Resolution Independent** - These UI elements are procedurally-generated, so they look perfectly crisp whether displayed on a small smartphone screen or a 100 inch 8k TV. You can zoom in on them as close as you want and they’ll always be tack sharp. + - **Zero Texture Memory** - The visuals for these UI elements are created using math, so they don’t rely on textures at all. That means they require zero texture memory. + - **Authored In Shader Graph** - If you’re frustrated by the back and forth workflow of editing your UI images outside of Unity, chopping them up into textures, importing them, and then going back to make adjustments, you’ll be glad to hear that these UI elements are created entirely in Shader Graph, so there’s no export/import loop. Adjustments require simply changing shader parameters or re-wiring a few nodes. + - **Automatically Adapt To Aspect Ratio** - By passing the width and height values of the assigned UI element into the shader, the shader can automatically adapt the visuals to fit that ratio. No more making different button shapes to fit different size buttons or fiddling with 9 slicing. + - **Contain all visual states and behaviors** - One shader can contain all the information needed for a hover state, and active/inactive state, a pressed down state, etc, so you don’t need to manage multiple image assets for each button or widget. + + This set of samples demonstrates how to use all of these advanced techniques for generating UI, and provides tools to make the process easier. + + Documentation for this set of samples is broken into the following pages: + +* [Getting started](Shader-Graph-Sample-UGUI-Shaders-Getting-Started.md) +* [Custom UI componenents](Shader-Graph-Sample-UGUI-Shaders-Custom-UI-components.md) +* [Custom nodes](Shader-Graph-Sample-UGUI-Shaders-Custom-nodes.md) +* [Subgraph nodes](Shader-Graph-Sample-UGUI-Shaders-Subgraph-nodes.md) +* [Examples](Shader-Graph-Sample-UGUI-Shaders-Examples.md) +* [How tos](Shader-Graph-Sample-UGUI-Shaders-How-tos.md) + * [How to create a resolution-independent shape](Shader-Graph-Sample-UGUI-Shaders-How-tos-Res-indepenent.md) + * [How to create a functioning button](Shader-Graph-Sample-UGUI-Shaders-How-tos-Button.md) + * [How to make shapes that adapt to the aspect ratio of the UI element](Shader-Graph-Sample-UGUI-Shaders-How-tos-aspect-ratio.md) +* [Notes on performance](Shader-Graph-Sample-UGUI-Shaders-Notes-on-performance.md) \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md b/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md index ba2fa149faf..1afdc48443f 100644 --- a/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md +++ b/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md @@ -38,3 +38,9 @@ The following samples are currently available for Shader Graph. |:--------------------| |![](images/ProductionReadySample.png) | | The Shader Graph Production Ready Shaders sample is a collection of Shader Graph shader assets that are ready to be used out of the box or modified to suit your needs. You can take them apart and learn from them, or just drop them directly into your project and use them as they are. The sample includes the Shader Graph versions of the HDRP and URP Lit shaders. It also includes a step-by-step tutorial for how to combine several of the shaders to create a forest stream environment. + +| [UGUI Shaders](Shader-Graph-Sample-UGUI-Shaders.md) | +|:--------------------| +|![](images/UIToolsSample.png) | +| The Shader Graph UGUI Shaders sample is a collection of Shader Graph subgraphs that you can use to build user interface elements. They speed up the process of building widgets, buttons, and backgrounds for the user interface of your project. With these tools, you can build dynamic, procedural UI elements that don’t require any texture memory and scale correctly for any resolution screen. In addition to the subgraphs, the sample also includes example buttons, indicators, and backgrounds built with the subgraphs. The examples show how the subgraphs function in context and help you learn how to use them. + diff --git a/Packages/com.unity.shadergraph/Documentation~/SpeedTree8-SubGraphAssets.md b/Packages/com.unity.shadergraph/Documentation~/SpeedTree8-SubGraphAssets.md index 3429efa03ff..ddfd332c278 100644 --- a/Packages/com.unity.shadergraph/Documentation~/SpeedTree8-SubGraphAssets.md +++ b/Packages/com.unity.shadergraph/Documentation~/SpeedTree8-SubGraphAssets.md @@ -18,7 +18,7 @@ Shader Graph has three built-in SpeedTree Sub Graph Assets: * [SpeedTree8Wind](#SpeedTree8Wind) * [SpeedTree8Billboard](#SpeedTree8Billboard) -These Sub Graph Assets provide SpeedTree 8 functionality for both the [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/index.html) and [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/index.html), so that you can work with SpeedTree 8 assets and create your own custom SpeedTree 8 Shader Graphs. +These Sub Graph Assets provide SpeedTree 8 functionality for both the [Universal Render Pipeline (URP)](https://docs.unity3d.com/Manual/urp/urp-introduction.html) and [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/index), so that you can work with SpeedTree 8 assets and create your own custom SpeedTree 8 Shader Graphs. **Note:** The URP-specific versions of these SpeedTree 8 Sub Graph Assets use transparent billboard back faces instead of culling billboard back faces. These Sub Graph Assets can only replace their URP equivalents as a default once URP supports per-material culling overrides in Shader Graphs. diff --git a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md index e58c2e092ca..3ee1cf68408 100644 --- a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md +++ b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md @@ -21,18 +21,6 @@ * [Shader Graph Preferences](Shader-Graph-Preferences) * [Shader Graph Project Settings](Shader-Graph-Project-Settings.md) * [Shader Graph Keyboard Shortcuts](Keyboard-shortcuts) - * [Samples](ShaderGraph-Samples.md) - * [Feature Examples](Shader-Graph-Sample-Feature-Examples.md) - * [Production Ready Shaders](Shader-Graph-Sample-Production-Ready.md) - * [Lit Shaders](Shader-Graph-Sample-Production-Ready-Lit.md) - * [Decal shaders](Shader-Graph-Sample-Production-Ready-Decal.md) - * [Detail shaders](Shader-Graph-Sample-Production-Ready-Detail.md) - * [Rock shaders](Shader-Graph-Sample-Production-Ready-Rock.md) - * [Water shaders](Shader-Graph-Sample-Production-Ready-Water.md) - * [Post-process shaders](Shader-Graph-Sample-Production-Ready-Post.md) - * [Weather shaders](Shader-Graph-Sample-Production-Ready-Weather.md) - * [Miscellaneous shaders](Shader-Graph-Sample-Production-Ready-Misc.md) - * [Forest Stream Construction Tutorial ](Shader-Graph-Sample-Production-Ready-Tutorial.md) * [Material Variants](materialvariant-SG) * Upgrade Guides * [Upgrade to Shader Graph 10.0.x](Upgrade-Guide-10-0-x) @@ -137,6 +125,8 @@ * Mesh Deformation * [Compute Deformation](Compute-Deformation-Node) * [Linear Blend Skinning](Linear-Blend-Skinning-Node) + * Sprite Deformation + * [Sprite Skinning](Sprite-Skinning-Node) * PBR * [Dielectric Specular](Dielectric-Specular-Node) * [Metal Reflectance](Metal-Reflectance-Node) @@ -305,3 +295,26 @@ * [Parallax Occlusion Mapping](Parallax-Occlusion-Mapping-Node) * [Block Nodes](Block-Node) * [Built In Blocks](Built-In-Blocks) +* [Samples](ShaderGraph-Samples.md) + * [Feature Examples](Shader-Graph-Sample-Feature-Examples.md) + * [Production Ready Shaders](Shader-Graph-Sample-Production-Ready.md) + * [Lit Shaders](Shader-Graph-Sample-Production-Ready-Lit.md) + * [Decal shaders](Shader-Graph-Sample-Production-Ready-Decal.md) + * [Detail shaders](Shader-Graph-Sample-Production-Ready-Detail.md) + * [Rock shaders](Shader-Graph-Sample-Production-Ready-Rock.md) + * [Water shaders](Shader-Graph-Sample-Production-Ready-Water.md) + * [Post-process shaders](Shader-Graph-Sample-Production-Ready-Post.md) + * [Weather shaders](Shader-Graph-Sample-Production-Ready-Weather.md) + * [Miscellaneous shaders](Shader-Graph-Sample-Production-Ready-Misc.md) + * [Forest Stream Construction Tutorial ](Shader-Graph-Sample-Production-Ready-Tutorial.md) + * [UGUI Shaders](Shader-Graph-Sample-UGUI-Shaders.md) + * [Getting started](Shader-Graph-Sample-UGUI-Shaders-Getting-Started.md) + * [Custom UI componenents](Shader-Graph-Sample-UGUI-Shaders-Custom-UI-components.md) + * [Custom nodes](Shader-Graph-Sample-UGUI-Shaders-Custom-nodes.md) + * [Subgraph nodes](Shader-Graph-Sample-UGUI-Shaders-Subgraph-nodes.md) + * [Examples](Shader-Graph-Sample-UGUI-Shaders-Examples.md) + * [How tos](Shader-Graph-Sample-UGUI-Shaders-How-tos.md) + * [How to create a resolution-independent shape](Shader-Graph-Sample-UGUI-Shaders-How-tos-Res-indepenent.md) + * [How to create a functioning button](Shader-Graph-Sample-UGUI-Shaders-How-tos-Button.md) + * [How to make shapes that adapt to the aspect ratio of the UI element](Shader-Graph-Sample-UGUI-Shaders-How-tos-aspect-ratio.md) + * [Notes on performance](Shader-Graph-Sample-UGUI-Shaders-Notes-on-performance.md) diff --git a/Packages/com.unity.shadergraph/Documentation~/Upgrade-Guide-10-0-x.md b/Packages/com.unity.shadergraph/Documentation~/Upgrade-Guide-10-0-x.md index eff56487221..1d3332b5b05 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Upgrade-Guide-10-0-x.md +++ b/Packages/com.unity.shadergraph/Documentation~/Upgrade-Guide-10-0-x.md @@ -35,7 +35,7 @@ After the upgrade, you can add any required Block nodes that went missing, and r ### Upgrade cross-pipeline Master Nodes to the Master Stack -If your graph contains PBR or Unlit Master Nodes that are compatible with both the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest) (URP) and the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest) (HDRP), Shader Graph automatically upgrades them to the Master Stack based on the render pipeline currently available in your project. With Master Stacks, when you switch from one render pipeline to another, you must reimport your Shader Graph assets to update the Material Inspector for any Materials in your project. +If your graph contains PBR or Unlit Master Nodes that are compatible with both the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html) (URP) and the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest) (HDRP), Shader Graph automatically upgrades them to the Master Stack based on the render pipeline currently available in your project. With Master Stacks, when you switch from one render pipeline to another, you must reimport your Shader Graph assets to update the Material Inspector for any Materials in your project. In URP, you can now find all PBR Master Node settings in the URP Lit Target. The Unlit Master Node settings are in the URP Unlit Target. These settings are the same, and the final shader should appear the same as before the upgrade. diff --git a/Packages/com.unity.shadergraph/Documentation~/images/UITools-buttons.png b/Packages/com.unity.shadergraph/Documentation~/images/UITools-buttons.png new file mode 100644 index 00000000000..eaf6f072217 Binary files /dev/null and b/Packages/com.unity.shadergraph/Documentation~/images/UITools-buttons.png differ diff --git a/Packages/com.unity.shadergraph/Documentation~/images/UITools-meters.png b/Packages/com.unity.shadergraph/Documentation~/images/UITools-meters.png new file mode 100644 index 00000000000..391f60b73d9 Binary files /dev/null and b/Packages/com.unity.shadergraph/Documentation~/images/UITools-meters.png differ diff --git a/Packages/com.unity.shadergraph/Documentation~/images/UITools-meters2.png b/Packages/com.unity.shadergraph/Documentation~/images/UITools-meters2.png new file mode 100644 index 00000000000..0208be38ff8 Binary files /dev/null and b/Packages/com.unity.shadergraph/Documentation~/images/UITools-meters2.png differ diff --git a/Packages/com.unity.shadergraph/Documentation~/images/UITools-subgraphs.png b/Packages/com.unity.shadergraph/Documentation~/images/UITools-subgraphs.png new file mode 100644 index 00000000000..d66619be5c4 Binary files /dev/null and b/Packages/com.unity.shadergraph/Documentation~/images/UITools-subgraphs.png differ diff --git a/Packages/com.unity.shadergraph/Documentation~/images/UIToolsSample.png b/Packages/com.unity.shadergraph/Documentation~/images/UIToolsSample.png new file mode 100644 index 00000000000..69dd1070535 Binary files /dev/null and b/Packages/com.unity.shadergraph/Documentation~/images/UIToolsSample.png differ diff --git a/Packages/com.unity.shadergraph/Documentation~/index.md b/Packages/com.unity.shadergraph/Documentation~/index.md index b03b1738ca1..44e968d904d 100644 --- a/Packages/com.unity.shadergraph/Documentation~/index.md +++ b/Packages/com.unity.shadergraph/Documentation~/index.md @@ -6,7 +6,7 @@ Shader Graph enables you to build shaders visually. Instead of writing code, you For an introduction to Shader Graph, see [Getting Started](Getting-Started.md). -Shader Graph is available through the Package Manager window in supported versions of the Unity Editor. If you install a Scriptable Render Pipeline (SRP) such as the [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest) or the [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest), Unity automatically installs Shader Graph in your project. +Shader Graph is available through the Package Manager window in supported versions of the Unity Editor. If you install a Scriptable Render Pipeline (SRP) such as the [Universal Render Pipeline (URP)](https://docs.unity3d.com/Manual/urp/urp-introduction.html) or the [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest), Unity automatically installs Shader Graph in your project. Shader Graph package versions on Unity Engine 2018.x are *Preview* versions, which do not receive bug fixes and feature maintenance. To work with an actively supported version of Shader Graph, use Unity Engine 2019.1 or higher. @@ -14,7 +14,7 @@ Shader Graph package versions on Unity Engine 2018.x are *Preview* versions, whi With the release of Unity 2021.1, graphics packages are relocating to the core of Unity. This move simplifies the experience of working with new Unity graphics features, as well as ensuring that your projects are always running on the latest verified graphics code. -For each release of Unity (alpha / beta / patch release) graphics packages are embedded within the main Unity installer. When you install the latest release of Unity, you also get the latest [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest), [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest), Shader Graph, [Visual Effect (VFX) Graph](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest) packages, among others. +For each release of Unity (alpha / beta / patch release) graphics packages are embedded within the main Unity installer. When you install the latest release of Unity, you also get the latest [Universal Render Pipeline (URP)](https://docs.unity3d.com/Manual/urp/urp-introduction.html), [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest), Shader Graph, [Visual Effect (VFX) Graph](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest) packages, among others. Tying graphics packages to the main Unity release allows better testing to ensure that the graphics packages you use have been tested extensively with the version of Unity you have downloaded. diff --git a/Packages/com.unity.shadergraph/Documentation~/surface-options.md b/Packages/com.unity.shadergraph/Documentation~/surface-options.md index f49bd2ca652..e1df7e53e70 100644 --- a/Packages/com.unity.shadergraph/Documentation~/surface-options.md +++ b/Packages/com.unity.shadergraph/Documentation~/surface-options.md @@ -9,12 +9,12 @@ Enable **Allow Material Override** to modify a specific set of properties for Un - + - + diff --git a/Packages/com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs b/Packages/com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs index 9f768ca0cb4..7a8c51696bb 100644 --- a/Packages/com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs +++ b/Packages/com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs @@ -20,6 +20,7 @@ public sealed class ColorShaderProperty : AbstractShaderProperty internal ColorShaderProperty() { displayName = "Color"; + value = Color.black; } internal ColorShaderProperty(int version) : this() diff --git a/Packages/com.unity.shadergraph/Editor/Data/Graphs/GraphConcretization.cs b/Packages/com.unity.shadergraph/Editor/Data/Graphs/GraphConcretization.cs index 2b570d1300c..98dccfb8755 100644 --- a/Packages/com.unity.shadergraph/Editor/Data/Graphs/GraphConcretization.cs +++ b/Packages/com.unity.shadergraph/Editor/Data/Graphs/GraphConcretization.cs @@ -17,7 +17,17 @@ public static void ConcretizeProperties(GraphData graph) // get all property nodes whose property doesn't exist? var propertyNodes = graph.GetNodes().Where(n => !graph.m_Properties.Any(p => p.value == n.property || n.property != null && p.value.objectId == n.property.objectId)).ToArray(); foreach (var pNode in propertyNodes) - graph.ReplacePropertyNodeWithConcreteNodeNoValidate(pNode); + { + if (graph.replaceInProgress) + { + // If the graph is being replaced, the replacement graph should already contain a concrete node for this property node. + graph.RemoveNodeNoValidate(pNode); + } + else + { + graph.ReplacePropertyNodeWithConcreteNodeNoValidate(pNode); + } + } } public static void ConcretizeGraph(GraphData graph) diff --git a/Packages/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs b/Packages/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs index 8b64acbf2c7..e5e6f21fb4c 100644 --- a/Packages/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs +++ b/Packages/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs @@ -2048,7 +2048,7 @@ public void ReplaceWith(GraphData other) { removedNodeEdges.AddRange(m_Edges); foreach (var edge in removedNodeEdges) - RemoveEdgeNoValidate(edge); + RemoveEdgeNoValidate(edge, false); } using (var nodesToRemove = PooledList.Get()) diff --git a/Packages/com.unity.shadergraph/Editor/Data/Implementation/NodeUtils.cs b/Packages/com.unity.shadergraph/Editor/Data/Implementation/NodeUtils.cs index d593322dfad..13ed5baa147 100644 --- a/Packages/com.unity.shadergraph/Editor/Data/Implementation/NodeUtils.cs +++ b/Packages/com.unity.shadergraph/Editor/Data/Implementation/NodeUtils.cs @@ -864,9 +864,11 @@ public static string ConvertToValidHLSLIdentifier(string originalId, Func(IList selection) where T : ISelectable + { + for (var i = 0; i < selection.Count; i++) + { + if (selection[i] is T) + { + return true; + } + } + + return false; + } + void OnDragUpdatedEvent(DragUpdatedEvent evt) { - var selection = DragAndDrop.GetGenericData("DragSelection") as List; + if (DragAndDrop.GetGenericData("DragSelection") is not List dragSelection) + { + SetDragIndicatorVisible(false); + return; + } // Don't show drag indicator if selection has categories, // We don't want category drag & drop to be ambiguous with shader input drag & drop - if (selection.OfType().Any()) + if (SelectionContainsAny(dragSelection)) { SetDragIndicatorVisible(false); return; } // If can't find at least one blackboard field in the selection, don't update drag indicator - if (selection.OfType().Any() == false) + if (!SelectionContainsAny(dragSelection)) { SetDragIndicatorVisible(false); return; @@ -455,13 +472,17 @@ void OnDragUpdatedEvent(DragUpdatedEvent evt) void OnDragPerformEvent(DragPerformEvent evt) { - var selection = DragAndDrop.GetGenericData("DragSelection") as List; - m_IsDragInProgress = false; + if (DragAndDrop.GetGenericData("DragSelection") is not List dragSelection) + { + SetDragIndicatorVisible(false); + return; + } + // Don't show drag indicator if selection has categories, // We don't want category drag & drop to be ambiguous with shader input drag & drop - if (selection.OfType().Any()) + if (SelectionContainsAny(dragSelection)) { SetDragIndicatorVisible(false); return; @@ -476,7 +497,7 @@ void OnDragPerformEvent(DragPerformEvent evt) // Map of containing categories to the actual dragged elements within them SortedDictionary> draggedElements = new SortedDictionary>(); - foreach (ISelectable selectedElement in selection) + foreach (ISelectable selectedElement in dragSelection) { var draggedElement = selectedElement as VisualElement; if (draggedElement == null) @@ -588,7 +609,7 @@ void OnDragPerformEvent(DragPerformEvent evt) m_ViewModel.requestModelChangeAction(moveShaderInputAction); // Make sure to remove the element from the selection so it doesn't get re-handled by the blackboard as well, leads to duplicates - selection.Remove(blackboardField); + dragSelection.Remove(blackboardField); if (insertIndex > indexOfDraggedElement) continue; @@ -647,7 +668,7 @@ void OnDragPerformEvent(DragPerformEvent evt) m_ViewModel.requestModelChangeAction(addItemToCategoryAction); // Make sure to remove the element from the selection so it doesn't get re-handled by the blackboard as well, leads to duplicates - selection.Remove(blackboardField); + dragSelection.Remove(blackboardField); // If adding to the end of the list, we no longer need to increment the index if (insertIndex != -1) diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Controllers/BlackboardCategoryController.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Controllers/BlackboardCategoryController.cs index cea9bd2c788..c2197882ed3 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Controllers/BlackboardCategoryController.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Controllers/BlackboardCategoryController.cs @@ -3,6 +3,7 @@ using System.Linq; using UnityEditor.Experimental.GraphView; using UnityEditor.Graphing; +using UnityEditor.Graphing.Util; using UnityEditor.ShaderGraph.Internal; using UnityEngine; using UnityEngine.Assertions; @@ -157,15 +158,17 @@ protected override void ModelChanged(GraphData graphData, IGraphDataAction chang switch (changeAction) { case AddShaderInputAction addBlackboardItemAction: + var addedInteractively = addBlackboardItemAction.addInputActionType == AddShaderInputAction.AddActionSource.AddMenu; if (addBlackboardItemAction.shaderInputReference != null && IsInputInCategory(addBlackboardItemAction.shaderInputReference)) { var blackboardRow = FindBlackboardRow(addBlackboardItemAction.shaderInputReference); if (blackboardRow == null) - blackboardRow = InsertBlackboardRow(addBlackboardItemAction.shaderInputReference); + blackboardRow = InsertBlackboardRow(addBlackboardItemAction.shaderInputReference, ensureVisible: addedInteractively); + // Rows should auto-expand when an input is first added // blackboardRow.expanded = true; var propertyView = blackboardRow.Q(); - if (addBlackboardItemAction.addInputActionType == AddShaderInputAction.AddActionSource.AddMenu) + if (addedInteractively) propertyView.OpenTextEditor(); } break; @@ -174,7 +177,7 @@ protected override void ModelChanged(GraphData graphData, IGraphDataAction chang // In the specific case of only-one keywords like Material Quality and Raytracing, they can get copied, but because only one can exist, the output copied value is null if (copyShaderInputAction.copiedShaderInput != null && IsInputInCategory(copyShaderInputAction.copiedShaderInput)) { - var blackboardRow = InsertBlackboardRow(copyShaderInputAction.copiedShaderInput, copyShaderInputAction.insertIndex); + var blackboardRow = InsertBlackboardRow(copyShaderInputAction.copiedShaderInput, copyShaderInputAction.insertIndex, ensureVisible: true); if (blackboardRow != null) { var graphView = ViewModel.parentView.GetFirstAncestorOfType(); @@ -188,7 +191,8 @@ protected override void ModelChanged(GraphData graphData, IGraphDataAction chang // If item was added to category that this controller manages, then add blackboard row to represent that item if (addItemToCategoryAction.itemToAdd != null && addItemToCategoryAction.categoryGuid == ViewModel.associatedCategoryGuid) { - InsertBlackboardRow(addItemToCategoryAction.itemToAdd, addItemToCategoryAction.indexToAddItemAt); + var dragged = addItemToCategoryAction.addActionSource == AddItemToCategoryAction.AddActionSource.DragDrop; + InsertBlackboardRow(addItemToCategoryAction.itemToAdd, addItemToCategoryAction.indexToAddItemAt, ensureVisible: !dragged); } else { @@ -246,7 +250,7 @@ internal SGBlackboardRow FindBlackboardRow(ShaderInput shaderInput) // Creates controller, view and view model for a blackboard item and adds the view to the specified index in the category // By default adds it to the end of the list if no insertionIndex specified - internal SGBlackboardRow InsertBlackboardRow(BlackboardItem shaderInput, int insertionIndex = -1) + internal SGBlackboardRow InsertBlackboardRow(BlackboardItem shaderInput, int insertionIndex = -1, bool ensureVisible = false) { var shaderInputViewModel = new ShaderInputViewModel() { @@ -258,16 +262,23 @@ internal SGBlackboardRow InsertBlackboardRow(BlackboardItem shaderInput, int ins m_BlackboardItemControllers.TryGetValue(shaderInput.objectId, out var existingItemController); if (existingItemController == null) { + var itemView = blackboardItemController.BlackboardItemView; m_BlackboardItemControllers.Add(shaderInput.objectId, blackboardItemController); + // If no index specified, or if trying to insert at last index, add to end of category - if (insertionIndex == -1 || insertionIndex == m_BlackboardItemControllers.Count() - 1) + if (insertionIndex == -1 || insertionIndex == m_BlackboardItemControllers.Count - 1) blackboardCategoryView.Add(blackboardItemController.BlackboardItemView); else blackboardCategoryView.Insert(insertionIndex, blackboardItemController.BlackboardItemView); blackboardCategoryView.MarkDirtyRepaint(); - return blackboardItemController.BlackboardItemView; + if (ensureVisible) + { + blackboard.scrollView.ScrollToElementAfterGeometryChange(itemView); + } + + return itemView; } else { diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Controllers/BlackboardController.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Controllers/BlackboardController.cs index 155658d38e2..c5ea520a9ad 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Controllers/BlackboardController.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Controllers/BlackboardController.cs @@ -5,6 +5,7 @@ using UnityEngine.UIElements; using System; using UnityEditor.Graphing; +using UnityEditor.Graphing.Util; using UnityEditor.ShaderGraph.Internal; using GraphDataStore = UnityEditor.ShaderGraph.DataStore; using BlackboardItem = UnityEditor.ShaderGraph.Internal.ShaderInput; @@ -569,7 +570,7 @@ internal BlackboardController(GraphData model, BlackboardViewModel inViewModel, internal string editorPrefsBaseKey => "unity.shadergraph." + DataStore.State.objectId; - BlackboardCategoryController AddBlackboardCategory(GraphDataStore graphDataStore, CategoryData categoryInfo) + BlackboardCategoryController AddBlackboardCategory(GraphDataStore graphDataStore, CategoryData categoryInfo, bool ensureVisible = false) { var blackboardCategoryViewModel = new BlackboardCategoryViewModel(); blackboardCategoryViewModel.parentView = blackboard; @@ -583,19 +584,26 @@ BlackboardCategoryController AddBlackboardCategory(GraphDataStore graphDataStore { m_BlackboardCategoryControllers.Add(categoryInfo.categoryGuid, blackboardCategoryController); m_DefaultCategoryController = m_BlackboardCategoryControllers.Values.FirstOrDefault(); + + if (ensureVisible) + { + blackboard.scrollView.ScrollToElementAfterGeometryChange(blackboardCategoryController.blackboardCategoryView); + } + } else { AssertHelpers.Fail("Failed to add category controller due to category with same GUID already having been added."); return null; } + return blackboardCategoryController; } // Creates controller, view and view model for a blackboard item and adds the view to the specified index in the category - SGBlackboardRow InsertBlackboardRow(BlackboardItem shaderInput, int insertionIndex = -1) + SGBlackboardRow InsertBlackboardRow(BlackboardItem shaderInput, int insertionIndex = -1, bool ensureVisible = false) { - return m_DefaultCategoryController.InsertBlackboardRow(shaderInput, insertionIndex); + return m_DefaultCategoryController.InsertBlackboardRow(shaderInput, insertionIndex, ensureVisible); } public void UpdateBlackboardTitle(string newTitle) @@ -612,6 +620,7 @@ protected override void RequestModelChange(IGraphDataAction changeAction) // Called by GraphDataStore.Subscribe after the model has been changed protected override void ModelChanged(GraphData graphData, IGraphDataAction changeAction) { + if (ViewModel == null) return; // Reconstruct view-model first // TODO: hide this more generically for category types. bool useDropdowns = graphData.isSubGraph; @@ -625,11 +634,12 @@ protected override void ModelChanged(GraphData graphData, IGraphDataAction chang case AddShaderInputAction addBlackboardItemAction: if (IsInputUncategorized(addBlackboardItemAction.shaderInputReference)) { - var blackboardRow = InsertBlackboardRow(addBlackboardItemAction.shaderInputReference); + var addedInteractively = addBlackboardItemAction.addInputActionType == AddShaderInputAction.AddActionSource.AddMenu; + var blackboardRow = InsertBlackboardRow(addBlackboardItemAction.shaderInputReference, ensureVisible: addedInteractively); if (blackboardRow != null) { var propertyView = blackboardRow.Q(); - if (addBlackboardItemAction.addInputActionType == AddShaderInputAction.AddActionSource.AddMenu) + if (addedInteractively) propertyView.OpenTextEditor(); } } @@ -654,7 +664,7 @@ protected override void ModelChanged(GraphData graphData, IGraphDataAction chang // In the specific case of only-one keywords like Material Quality and Raytracing, they can get copied, but because only one can exist, the output copied value is null if (copyShaderInputAction.copiedShaderInput != null && IsInputUncategorized(copyShaderInputAction.copiedShaderInput)) { - var blackboardRow = InsertBlackboardRow(copyShaderInputAction.copiedShaderInput, copyShaderInputAction.insertIndex); + var blackboardRow = InsertBlackboardRow(copyShaderInputAction.copiedShaderInput, copyShaderInputAction.insertIndex, ensureVisible: true); var propertyView = blackboardRow.Q(); graphView?.AddToSelectionNoUndoRecord(propertyView); } @@ -662,7 +672,7 @@ protected override void ModelChanged(GraphData graphData, IGraphDataAction chang break; case AddCategoryAction addCategoryAction: - AddBlackboardCategory(DataStore, addCategoryAction.categoryDataReference); + AddBlackboardCategory(DataStore, addCategoryAction.categoryDataReference, ensureVisible: true); // Iterate through anything that is selected currently foreach (var selectedElement in blackboard.selection.ToList()) { @@ -695,7 +705,7 @@ protected override void ModelChanged(GraphData graphData, IGraphDataAction chang break; case CopyCategoryAction copyCategoryAction: - var blackboardCategory = AddBlackboardCategory(graphData.owner.graphDataStore, copyCategoryAction.newCategoryDataReference); + var blackboardCategory = AddBlackboardCategory(graphData.owner.graphDataStore, copyCategoryAction.newCategoryDataReference, ensureVisible: true); if (blackboardCategory != null) graphView?.AddToSelectionNoUndoRecord(blackboardCategory.blackboardCategoryView); break; diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/EdgeConnectorListener.cs b/Packages/com.unity.shadergraph/Editor/Drawing/EdgeConnectorListener.cs index d3782f66fba..c8e92e08ec4 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/EdgeConnectorListener.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/EdgeConnectorListener.cs @@ -20,14 +20,22 @@ public EdgeConnectorListener(GraphData graph, SearchWindowProvider searchWindowP public void OnDropOutsidePort(Edge edge, Vector2 position) { - var draggedPort = (edge.output != null ? edge.output.edgeConnector.edgeDragHelper.draggedPort : null) ?? (edge.input != null ? edge.input.edgeConnector.edgeDragHelper.draggedPort : null); + if (m_SearchWindowProvider is not SearcherProvider searcherProvider) + { + return; + } + + var draggedPort = edge.output?.edgeConnector.edgeDragHelper.draggedPort ?? edge.input?.edgeConnector.edgeDragHelper.draggedPort; + m_SearchWindowProvider.target = null; m_SearchWindowProvider.connectedPort = (ShaderPort)draggedPort; - m_SearchWindowProvider.regenerateEntries = true;//need to be sure the entires are relevant to the edge we are dragging - SearcherWindow.Show(m_editorWindow, (m_SearchWindowProvider as SearcherProvider).LoadSearchWindow(), - item => (m_SearchWindowProvider as SearcherProvider).OnSearcherSelectEntry(item, position), + m_SearchWindowProvider.regenerateEntries = true; //need to be sure the entires are relevant to the edge we are dragging + + SearcherWindow.Show(m_editorWindow, + searcherProvider.LoadSearchWindow(), + item => item != null && searcherProvider.OnSearcherSelectEntry(item, position), position, null); - m_SearchWindowProvider.regenerateEntries = true;//entries no longer necessarily relevant, need to regenerate + m_SearchWindowProvider.regenerateEntries = true; //entries no longer necessarily relevant, need to regenerate } public void OnDrop(GraphView graphView, Edge edge) diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/InspectorView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/InspectorView.cs index a4c30239d36..b87dd7cacc3 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/InspectorView.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/InspectorView.cs @@ -106,13 +106,11 @@ public InspectorView(InspectorViewModel viewModel) : base(viewModel) void GraphSettingsTabClicked(TabButton button) { m_GraphSettingsTabFocused = true; - m_ScrollView.mode = ScrollViewMode.Vertical; } void NodeSettingsTabClicked(TabButton button) { m_GraphSettingsTabFocused = false; - m_ScrollView.mode = ScrollViewMode.VerticalAndHorizontal; } public void InitializeGraphSettings() @@ -194,15 +192,6 @@ public void Update() public void RefreshInspectables() { - // Set callbacks to newly created Inspectables - VisualElement temp = new VisualElement(); - var inspectables = new List(); - FindChildrenRecursive(ParentView, inspectables); - foreach (IInspectable inspectable in inspectables) - { - DrawInspectable(temp, inspectable, null); - } - // And redraw the inspector doesInspectorNeedUpdate = true; Update(); diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/MasterPreviewView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/MasterPreviewView.cs index 5037063cdb4..6780a27ef64 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/MasterPreviewView.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/MasterPreviewView.cs @@ -1,22 +1,19 @@ using System; using System.Collections.Generic; -using System.Diagnostics.Eventing.Reader; using System.Linq; using System.Reflection; using UnityEngine; using UnityEditor.Graphing; using UnityEditor.Graphing.Util; -using UnityEditor.ShaderGraph.Internal; +using UnityEditor.ShaderGraph.Drawing.Interfaces; using Object = UnityEngine.Object; using UnityEditor.UIElements; using UnityEngine.UIElements; -using UnityEngine.UIElements.StyleSheets; -using UnityEditor.SearchService; namespace UnityEditor.ShaderGraph.Drawing.Inspector { - class MasterPreviewView : VisualElement + class MasterPreviewView : VisualElement, ISGResizable { PreviewManager m_PreviewManager; GraphData m_Graph; @@ -34,14 +31,7 @@ public Image previewTextureView Mesh m_PreviousMesh; - bool m_RecalculateLayout; - - ResizeBorderFrame m_PreviewResizeBorderFrame; - - public ResizeBorderFrame previewResizeBorderFrame - { - get { return m_PreviewResizeBorderFrame; } - } + ResizableElement m_ResizableElement; VisualElement m_Preview; Label m_Title; @@ -54,13 +44,14 @@ public VisualElement preview List m_DoNotShowPrimitives = new List(new string[] { PrimitiveType.Plane.ToString() }); static Type s_ObjectSelector = AppDomain.CurrentDomain.GetAssemblies().SelectMany(x => x.GetTypesOrNothing()).FirstOrDefault(t => t.FullName == "UnityEditor.ObjectSelector"); - public string assetName { get { return m_Title.text; } set { m_Title.text = value; } } + public Action onResized; + public MasterPreviewView(PreviewManager previewManager, GraphData graph) { style.overflow = Overflow.Hidden; @@ -75,6 +66,9 @@ public MasterPreviewView(PreviewManager previewManager, GraphData graph) m_PreviewRenderHandle.onPreviewChanged += OnPreviewChanged; } + var mainContainer = new VisualElement(); + mainContainer.AddToClassList("mainContainer"); + var topContainer = new VisualElement() { name = "top" }; { m_Title = new Label() { name = "title" }; @@ -82,7 +76,7 @@ public MasterPreviewView(PreviewManager previewManager, GraphData graph) topContainer.Add(m_Title); } - Add(topContainer); + mainContainer.Add(topContainer); m_Preview = new VisualElement { name = "middle" }; { @@ -91,14 +85,14 @@ public MasterPreviewView(PreviewManager previewManager, GraphData graph) preview.Add(m_PreviewTextureView); preview.AddManipulator(new Scrollable(OnScroll)); } - Add(preview); + mainContainer.Add(preview); + + Add(mainContainer); - m_PreviewResizeBorderFrame = new ResizeBorderFrame(this, this) { name = "resizeBorderFrame" }; - m_PreviewResizeBorderFrame.maintainAspectRatio = true; - Add(m_PreviewResizeBorderFrame); + m_ResizableElement = new ResizableElement(); + Add(m_ResizableElement); - m_RecalculateLayout = false; - this.RegisterCallback(OnGeometryChanged); + RegisterCallback(OnGeometryChanged); } Image CreatePreview(Texture texture) @@ -191,15 +185,6 @@ void ChangeMeshCustom() void OnGeometryChanged(GeometryChangedEvent evt) { - if (m_RecalculateLayout) - { - WindowDockingLayout dockingLayout = new WindowDockingLayout(); - dockingLayout.CalculateDockingCornerAndOffset(layout, parent.layout); - dockingLayout.ClampToParentWindow(); - dockingLayout.ApplyPosition(this); - m_RecalculateLayout = false; - } - var currentWidth = m_PreviewRenderHandle?.texture != null ? m_PreviewRenderHandle.texture.width : -1; var currentHeight = m_PreviewRenderHandle?.texture != null ? m_PreviewRenderHandle.texture.height : -1; @@ -210,7 +195,10 @@ void OnGeometryChanged(GeometryChangedEvent evt) return; m_PreviewTextureView.style.width = evt.newRect.width; - m_PreviewTextureView.style.height = evt.newRect.height - 40.0f; + + const float offsetFromHeader = 40.0f; + const float offsetFromMargin = 2 * 6.0f; + m_PreviewTextureView.style.height = evt.newRect.height - (offsetFromHeader + offsetFromMargin); m_PreviewManager.ResizeMasterPreview(new Vector2(evt.newRect.width, evt.newRect.width)); } @@ -235,5 +223,17 @@ void OnMouseDragPreviewMesh(Vector2 deltaMouse) m_PreviewManager.UpdateMasterPreview(ModificationScope.Node); } + + public void OnStartResize() + { + } + + public void OnResized() + { + onResized?.Invoke(); + } + + public bool CanResizePastParentBounds() => false; + public bool KeepSquareAspect() => true; } } 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 445fb27322f..de0cc7a4014 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/AbstractMaterialNodePropertyDrawer.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/AbstractMaterialNodePropertyDrawer.cs @@ -66,7 +66,7 @@ VisualElement CreateGUI(AbstractMaterialNode node, InspectableAttribute attribut }; } - var help = HelpBoxRow.TryGetDeprecatedHelpBoxRow($"{node.name} Node", + var help = HelpBoxRow.CreateUpgradePrompt($"{node.name} Node", () => { // upgrade m_setNodesAsDirtyCallback?.Invoke(); diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs index 73fb40d9fdb..dcf3d7d9208 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/GraphDataPropertyDrawer.cs @@ -182,16 +182,10 @@ void RegisterActionToUndo(string actionName) // Inform the user that VFXTarget is deprecated, if they are using one. if (graphData.m_ActiveTargets.Any(t => t.value is VFXTarget)) //Use Old VFXTarget { - var vfxWarning = new HelpBoxRow(MessageType.Info); - - var vfxWarningLabel = new Label("The Visual Effect target is deprecated.\n" + + var vfxWarning = new HelpBoxRow("The Visual Effect target is deprecated.\n" + "Use the SRP target(s) instead, and enable 'Support VFX Graph' in the Graph Inspector.\n" + - "Then, you can remove the Visual Effect Target."); - - vfxWarningLabel.style.color = new StyleColor(Color.white); - vfxWarningLabel.style.whiteSpace = WhiteSpace.Normal; + "Then, you can remove the Visual Effect Target.", MessageType.Info); - vfxWarning.Add(vfxWarningLabel); element.Add(vfxWarning); } #endif diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/SampleVirtualTextureNodePropertyDrawer.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/SampleVirtualTextureNodePropertyDrawer.cs index 8914625c4e9..9cc61739e07 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/SampleVirtualTextureNodePropertyDrawer.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/SampleVirtualTextureNodePropertyDrawer.cs @@ -101,7 +101,6 @@ VisualElement CreateGUI(SampleVirtualTextureNode node, InspectableAttribute attr // } // display warning if the current render pipeline doesn't support virtual texturing - HelpBoxRow help = new HelpBoxRow(MessageType.Warning); string labelText; IVirtualTexturingEnabledRenderPipeline vtRp = GraphicsSettings.currentRenderPipeline as IVirtualTexturingEnabledRenderPipeline; @@ -120,13 +119,9 @@ VisualElement CreateGUI(SampleVirtualTextureNode node, InspectableAttribute attr if (!string.IsNullOrEmpty(labelText)) { - var label = new Label(labelText) - { - name = "message-warn" - }; - label.style.whiteSpace = WhiteSpace.Normal; - propertySheet.Add(help, (row) => row.Add(label)); + propertySheet.Add(new HelpBoxRow(labelText, MessageType.Warning)); } + propertyVisualElement = propertySheet; return propertySheet; } diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/ShaderInputPropertyDrawer.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/ShaderInputPropertyDrawer.cs index b6f7c894884..cecad87fc9b 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/ShaderInputPropertyDrawer.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Inspector/PropertyDrawers/ShaderInputPropertyDrawer.cs @@ -182,9 +182,15 @@ void BuildExposedField(PropertySheet propertySheet) propertySheet.Add(toggleDataPropertyDrawer.CreateGUI( evt => { + if (shaderInput is AbstractShaderProperty property && + (!property.overrideHLSLDeclaration || property.hlslDeclarationOverride == HLSLDeclaration.DoNotDeclare)) + { + property.hlslDeclarationOverride = property.GetDefaultHLSLDeclaration(); + property.overrideHLSLDeclaration = true; + } this._preChangeValueCallback("Change Exposed Toggle"); this._exposedFieldChangedCallback(evt.isOn); - this._postChangeValueCallback(false, ModificationScope.Graph); + this._postChangeValueCallback(true, ModificationScope.Graph); }, new ToggleData(shaderInput.isExposed), shaderInput is ShaderKeyword ? "Generate Material Property" : "Show In Inspector", @@ -404,7 +410,7 @@ void BuildPropertyFields(PropertySheet propertySheet) }; } - var help = HelpBoxRow.TryGetDeprecatedHelpBoxRow($"{typeString} Property", + var help = HelpBoxRow.CreateUpgradePrompt($"{typeString} Property", () => property.ChangeVersion(property.latestVersion), dismissAction); if (help != null) @@ -424,9 +430,8 @@ void BuildPropertyFields(PropertySheet propertySheet) case IShaderPropertyDrawer propDrawer: propDrawer.HandlePropertyField(propertySheet, _preChangeValueCallback, _postChangeValueCallback); break; - case UnityEditor.ShaderGraph.Serialization.MultiJsonInternal.UnknownShaderPropertyType unknownProperty: - var helpBox = new HelpBoxRow(MessageType.Warning); - helpBox.Add(new Label("Cannot find the code for this Property, a package may be missing.")); + case UnityEditor.ShaderGraph.Serialization.MultiJsonInternal.UnknownShaderPropertyType: + var helpBox = new HelpBoxRow("Cannot find the code for this Property, a package may be missing.", MessageType.Warning); propertySheet.Add(helpBox); break; case Vector1ShaderProperty vector1Property: @@ -529,8 +534,11 @@ void BuildHLSLDeclarationOverrideFields(PropertySheet propertySheet, AbstractSha property.hlslDeclarationOverride = evt.newValue; property.overrideHLSLDeclaration = true; UpdateEnableState(); - this._exposedFieldChangedCallback(evt.newValue != HLSLDeclaration.Global); - property.generatePropertyBlock = evt.newValue != HLSLDeclaration.Global; + if ((evt.newValue == HLSLDeclaration.Global) ^ (evt.previousValue == HLSLDeclaration.Global)) + { + this._exposedFieldChangedCallback(evt.newValue != HLSLDeclaration.Global); + property.generatePropertyBlock = evt.newValue != HLSLDeclaration.Global; + } this._postChangeValueCallback(true, ModificationScope.Graph); }); @@ -562,7 +570,7 @@ void BuildPrecisionField(PropertySheet propertySheet, AbstractShaderProperty pro void HandleVector1ShaderProperty(PropertySheet propertySheet, Vector1ShaderProperty vector1ShaderProperty) { - var floatType = isCurrentPropertyGlobal ? FloatType.Default : vector1ShaderProperty.floatType; + var floatType = (isSubGraph || isCurrentPropertyGlobal) ? FloatType.Default : vector1ShaderProperty.floatType; // Handle vector 1 mode parameters switch (floatType) { @@ -1241,6 +1249,21 @@ void HandleSamplerStatePropertyField(PropertySheet propertySheet, SamplerStateSh "Wrap", TextureSamplerState.WrapMode.Repeat, out var wrapVisualElement)); + + propertySheet.Add(enumPropertyDrawer.CreateGUI( + newValue => + { + this._preChangeValueCallback("Change property value"); + TextureSamplerState state = samplerStateShaderProperty.value; + state.anisotropic = (TextureSamplerState.Anisotropic)newValue; + samplerStateShaderProperty.value = state; + this._postChangeValueCallback(false, ModificationScope.Graph); + this.inspectorUpdateDelegate(); + }, + samplerStateShaderProperty.value.anisotropic, + "Aniso", + TextureSamplerState.Anisotropic.None, + out var anisoVisualElement)); } void HandleGradientPropertyField(PropertySheet propertySheet, GradientShaderProperty gradientShaderProperty) @@ -1290,12 +1313,7 @@ void BuildKeywordFields(PropertySheet propertySheet, ShaderInput shaderInput) if (keyword.keywordDefinition == KeywordDefinition.ShaderFeature && isSubGraph) { - var help = new HelpBoxRow(MessageType.Info); - var warning = new TextElement(); - warning.tabIndex = 1; - warning.style.alignSelf = Align.Center; - warning.text = "Shader Feature Keywords in SubGraphs do not generate variant permutations."; - help.Add(warning); + var help = new HelpBoxRow("Shader Feature Keywords in SubGraphs do not generate variant permutations.", MessageType.Info); propertySheet.Add(help); } @@ -1452,6 +1470,8 @@ void KeywordAddCallbacks() if (EditorGUI.EndChangeCheck()) { + this._preChangeValueCallback("Edit Enum Keyword Entry"); + displayName = GetSanitizedDisplayName(displayName); referenceName = GetSanitizedReferenceName(displayName.ToUpper()); var duplicateIndex = FindDuplicateKeywordReferenceNameIndex(entry.id, referenceName); @@ -1572,6 +1592,7 @@ void KeywordRemoveEntry(ReorderableList list) void KeywordReorderEntries(ReorderableList list) { + this._preChangeValueCallback("Reorder Keyword Entry"); this._postChangeValueCallback(true); } @@ -1631,7 +1652,6 @@ void BuildDropdownFields(PropertySheet propertySheet, ShaderInput shaderInput) return; BuildDropdownField(propertySheet, dropdown); - BuildExposedField(propertySheet); } void BuildDropdownField(PropertySheet propertySheet, ShaderDropdown dropdown) diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Interfaces/IResizable.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Interfaces/IResizable.cs index e0941391ceb..6e712ce7f85 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Interfaces/IResizable.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Interfaces/IResizable.cs @@ -6,5 +6,8 @@ interface ISGResizable : IResizable { // Depending on the return value, the ElementResizer either allows resizing past parent view edge (like in case of StickyNote) or clamps the size at the edges of parent view (like for GraphSubWindows) bool CanResizePastParentBounds(); + + // If true, element will be kept square when resizing. Otherwise, both axes can be resized freely. + bool KeepSquareAspect() => false; } } diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ElementResizer.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ElementResizer.cs index 5c99ce352d9..4d5fda89b98 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ElementResizer.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ElementResizer.cs @@ -1,6 +1,5 @@ using System; using UnityEditor.ShaderGraph.Drawing.Interfaces; -using UnityEditor.ShaderGraph.Drawing.Views; using UnityEngine; using UnityEngine.UIElements; @@ -9,6 +8,7 @@ namespace UnityEditor.ShaderGraph.Drawing class ElementResizer : Manipulator { bool m_IsEnabled = true; + public bool isEnabled { get => m_IsEnabled; @@ -84,49 +84,158 @@ void OnMouseDown(MouseDownEvent e) } } + void ApplyLayoutToTargetAsStyle(Rect rect) + { + var resizedTarget = resizedElement.parent; + resizedTarget.style.left = rect.x; + resizedTarget.style.top = rect.y; + resizedTarget.style.width = rect.width; + resizedTarget.style.height = rect.height; + } + + static Rect CropToParent(Rect rect, Rect parent) + { + rect.xMin = Mathf.Max(rect.xMin, parent.xMin); + rect.yMin = Mathf.Max(rect.yMin, parent.yMin); + rect.xMax = Mathf.Min(rect.xMax, parent.xMax); + rect.yMax = Mathf.Min(rect.yMax, parent.yMax); + return rect; + } + + static float GetSquareSize(Rect rect, ResizableElement.Resizer resizeDirection) + { + var horizontal = (resizeDirection & (ResizableElement.Resizer.Left | ResizableElement.Resizer.Right)) != 0; + var vertical = (resizeDirection & (ResizableElement.Resizer.Top | ResizableElement.Resizer.Bottom)) != 0; + + if (horizontal && vertical) + { + return Mathf.Min(rect.width, rect.height); + } + + return horizontal ? rect.width : rect.height; + } + + Rect ApplySquareAspect(Rect element, ResizableElement.Resizer resizeDirection, Rect? keepInParent = null) + { + var newLayout = element; + var size = GetSquareSize(element, resizeDirection); + + size = Mathf.Clamp(size, m_MinSize.x, m_MaxSize.x); + size = Mathf.Clamp(size, m_MinSize.y, m_MaxSize.y); + ResizeNewLayoutAndFixPosition(resizeDirection, size); + + if (keepInParent is { } parentRect) + { + newLayout = CropToParent(newLayout, parentRect); + size = Mathf.Min(newLayout.width, newLayout.height); + ResizeNewLayoutAndFixPosition(resizeDirection, size); + } + + return newLayout; + + void ResizeNewLayoutAndFixPosition(ResizableElement.Resizer grabbedSide, float newSize) + { + newLayout.width = newSize; + newLayout.height = newSize; + + var deltaWidth = element.width - newSize; + var deltaHeight = element.height - newSize; + + // Anchoring rules were written with the main preview in mind, which is in the bottom-right corner + // by default. + switch (grabbedSide) + { + // Anchor to bottom-right. + case ResizableElement.Resizer.Top: + case ResizableElement.Resizer.Top | ResizableElement.Resizer.Left: + case ResizableElement.Resizer.Left: + { + newLayout.x = element.x + deltaWidth; + newLayout.y = element.y + deltaHeight; + break; + } + + // Anchor to bottom-left. + case ResizableElement.Resizer.Top | ResizableElement.Resizer.Right: + { + newLayout.y = element.y + deltaHeight; + break; + } + + // Anchor to top-left. + case ResizableElement.Resizer.Right: + case ResizableElement.Resizer.Bottom | ResizableElement.Resizer.Right: + case ResizableElement.Resizer.Bottom: + { + // Element is positioned by its top-left, so no adjustment is needed. + break; + } + + // Anchor to top-right. + case ResizableElement.Resizer.Bottom | ResizableElement.Resizer.Left: + { + newLayout.x = element.x + deltaWidth; + break; + } + + case ResizableElement.Resizer.None: + default: + break; + } + } + } + void OnMouseMove(MouseMoveEvent e) { if (!isEnabled) return; - VisualElement resizedTarget = resizedElement.parent; - VisualElement resizedBase = resizedTarget.parent; + var resizedTarget = resizedElement.parent; + var resizedBase = resizedTarget.parent; // Top left position of the parent visual element var parentRootPosition = resizedBase.worldBound; + // Top left of the target visual element for resizing var targetRootPosition = resizedTarget.worldBound; - var canResizePastParentBounds = ((ISGResizable)resizedTarget).CanResizePastParentBounds(); - Vector2 mousePos = resizedBase.WorldToLocal(e.mousePosition); + var sgResizable = resizedTarget as ISGResizable; + var canResizePastParentBounds = sgResizable?.CanResizePastParentBounds() ?? false; + var keepSquareAspect = sgResizable?.KeepSquareAspect() ?? false; + + var mousePos = resizedBase.WorldToLocal(e.mousePosition); if (!m_DragStarted) { - if (resizedTarget is ISGResizable resizable) - resizable.OnStartResize(); + sgResizable?.OnStartResize(); m_DragStarted = true; } + var newLayout = new Rect(m_StartPosition, m_StartSize); + if ((direction & ResizableElement.Resizer.Right) != 0) { - var newWidth = m_StartSize.x + mousePos.x - m_StartMouse.x; + newLayout.width = m_StartSize.x + mousePos.x - m_StartMouse.x; var parentRightBoundary = parentRootPosition.x + resizedBase.layout.width; + // Also ensure resizing does not happen past edge of parent views boundaries if the target does not allow it if (!canResizePastParentBounds) { - if ((targetRootPosition.x + newWidth) > parentRightBoundary) + if ((targetRootPosition.x + newLayout.width) > parentRightBoundary) { var targetToRightBoundaryDelta = parentRightBoundary - targetRootPosition.x; - newWidth = targetToRightBoundaryDelta; + newLayout.width = targetToRightBoundaryDelta; } + var newLayoutLeft = targetRootPosition.x - parentRootPosition.x; + // When resizing to right, make sure to calculate and set the target elements Style.left before resizing to ensure correct resizing behavior // If Style.left is NaNpx it results in scaling towards the left // This is due to how the WindowDockingLayout code affects GraphSubWindows - resizedTarget.style.left = newLayoutLeft; + newLayout.x = newLayoutLeft; } - resizedTarget.style.width = Mathf.Clamp(newWidth, m_MinSize.x, m_MaxSize.x); + newLayout.width = Mathf.Clamp(newLayout.width, m_MinSize.x, m_MaxSize.x); } else if ((direction & ResizableElement.Resizer.Left) != 0) { @@ -141,7 +250,7 @@ void OnMouseMove(MouseMoveEvent e) delta = -m_MaxSize.x + m_StartSize.x; } - var newWidth = -delta + m_StartSize.x; + newLayout.width = -delta + m_StartSize.x; var targetToLeftBoundaryDelta = delta + m_StartPosition.x; if (!canResizePastParentBounds) @@ -151,38 +260,36 @@ void OnMouseMove(MouseMoveEvent e) // Clamps width to max out at left edge of parent window if (Mathf.Approximately(targetToLeftBoundaryDelta, 2.5f)) - newWidth = (m_StartPosition.x + m_StartSize.x); + newLayout.width = (m_StartPosition.x + m_StartSize.x); - newWidth = Mathf.Clamp(newWidth, m_MinSize.x, m_MaxSize.x); + newLayout.width = Mathf.Clamp(newLayout.width, m_MinSize.x, m_MaxSize.x); } - resizedTarget.style.left = targetToLeftBoundaryDelta; - resizedTarget.style.width = newWidth; + newLayout.x = targetToLeftBoundaryDelta; } if ((direction & ResizableElement.Resizer.Bottom) != 0) { var delta = mousePos.y - m_StartMouse.y; - var newHeight = m_StartSize.y + delta; + newLayout.height = m_StartSize.y + delta; var parentBottomBoundary = parentRootPosition.y + resizedBase.layout.height; if (!canResizePastParentBounds) { - if ((targetRootPosition.y + newHeight) > parentBottomBoundary) + if ((targetRootPosition.y + newLayout.height) > parentBottomBoundary) { var targetToBottomBoundaryDelta = parentBottomBoundary - targetRootPosition.y; - newHeight = targetToBottomBoundaryDelta; + newLayout.height = targetToBottomBoundaryDelta; } + var targetToTopBoundaryDelta = targetRootPosition.y - parentRootPosition.y; + // When resizing to bottom, make sure to calculate and set the target elements Style.top before resizing to ensure correct resizing behavior // If Style.top is NaNpx it results in scaling towards the bottom // This is due to how the WindowDockingLayout code affects GraphSubWindows - resizedTarget.style.top = targetToTopBoundaryDelta; - - newHeight = Mathf.Clamp(newHeight, m_MinSize.y, m_MaxSize.y); + newLayout.y = targetToTopBoundaryDelta; + newLayout.height = Mathf.Clamp(newLayout.height, m_MinSize.y, m_MaxSize.y); } - - resizedTarget.style.height = newHeight; } else if ((direction & ResizableElement.Resizer.Top) != 0) { @@ -197,7 +304,7 @@ void OnMouseMove(MouseMoveEvent e) delta = -m_MaxSize.y + m_StartSize.y; } - var newHeight = -delta + m_StartSize.y; + newLayout.height = -delta + m_StartSize.y; var targetToTopBoundaryDelta = m_StartPosition.y + delta; if (!canResizePastParentBounds) { @@ -206,14 +313,24 @@ void OnMouseMove(MouseMoveEvent e) // Clamps height to max out at top edge of parent window if (Mathf.Approximately(targetToTopBoundaryDelta, 2.5f)) - newHeight = (m_StartPosition.y + m_StartSize.y); + newLayout.height = (m_StartPosition.y + m_StartSize.y); - newHeight = Mathf.Clamp(newHeight, m_MinSize.y, m_MaxSize.y); + newLayout.height = Mathf.Clamp(newLayout.height, m_MinSize.y, m_MaxSize.y); } - resizedTarget.style.top = targetToTopBoundaryDelta; - resizedTarget.style.height = newHeight; + newLayout.y = targetToTopBoundaryDelta; } + + if (keepSquareAspect) + { + newLayout = ApplySquareAspect( + newLayout, + direction, + canResizePastParentBounds ? null : new Rect(0, 0, parentRootPosition.width, parentRootPosition.height) + ); + } + + ApplyLayoutToTargetAsStyle(newLayout); e.StopPropagation(); } @@ -230,6 +347,7 @@ void OnMouseUp(MouseUpEvent e) if (resizedTarget is ISGResizable resizable) resizable.OnResized(); } + target.UnregisterCallback(OnMouseMove); target.ReleaseMouse(); e.StopPropagation(); diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeBorderFrame.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeBorderFrame.cs deleted file mode 100644 index 719c800c610..00000000000 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeBorderFrame.cs +++ /dev/null @@ -1,71 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor.ShaderGraph.Drawing; -using UnityEngine.Networking; -using UnityEngine.UIElements; - -class ResizeBorderFrame : VisualElement -{ - List m_ResizeSideHandles; - - bool m_MaintainApsectRatio; - - public bool maintainAspectRatio - { - get { return m_MaintainApsectRatio; } - set - { - m_MaintainApsectRatio = value; - foreach (ResizeSideHandle resizeHandle in m_ResizeSideHandles) - { - resizeHandle.maintainAspectRatio = value; - } - } - } - - public Action OnResizeFinished; - - public ResizeBorderFrame(VisualElement target) - { - InitializeResizeBorderFrame(target, target); - } - - public ResizeBorderFrame(VisualElement target, VisualElement container) - { - InitializeResizeBorderFrame(target, container); - } - - void InitializeResizeBorderFrame(VisualElement target, VisualElement container) - { - pickingMode = PickingMode.Ignore; - - AddToClassList("resizeBorderFrame"); - - m_ResizeSideHandles = new List(); - - // Add resize handles along the border - // m_ResizeSideHandles.Add(new ResizeSideHandle(target, container, ResizeHandleAnchor.TopLeft)); - // m_ResizeSideHandles.Add(new ResizeSideHandle(target, container, ResizeHandleAnchor.Top)); - // m_ResizeSideHandles.Add(new ResizeSideHandle(target, container, ResizeHandleAnchor.TopRight)); - // m_ResizeSideHandles.Add(new ResizeSideHandle(target, container, ResizeHandleAnchor.Right)); - m_ResizeSideHandles.Add(new ResizeSideHandle(target, container, ResizeHandleAnchor.BottomRight)); - // m_ResizeSideHandles.Add(new ResizeSideHandle(target, container, ResizeHandleAnchor.Bottom)); - // m_ResizeSideHandles.Add(new ResizeSideHandle(target, container, ResizeHandleAnchor.BottomLeft)); - // m_ResizeSideHandles.Add(new ResizeSideHandle(target, container, ResizeHandleAnchor.Left)); - - foreach (ResizeSideHandle resizeHandle in m_ResizeSideHandles) - { - resizeHandle.OnResizeFinished += HandleResizefinished; - Add(resizeHandle); - } - } - - void HandleResizefinished() - { - if (OnResizeFinished != null) - { - OnResizeFinished(); - } - } -} diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeSideHandle.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeSideHandle.cs deleted file mode 100644 index 2060816d2fd..00000000000 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeSideHandle.cs +++ /dev/null @@ -1,365 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.UIElements; -using UnityEngine.UIElements.StyleSheets; - -namespace UnityEditor.ShaderGraph.Drawing -{ - enum ResizeDirection - { - Any, - Vertical, - Horizontal - } - - enum ResizeHandleAnchor - { - Top, - TopRight, - Right, - BottomRight, - Bottom, - BottomLeft, - Left, - TopLeft - } - - class ResizeSideHandle : ImmediateModeElement - { - VisualElement m_ResizeTarget; - VisualElement m_Container; - - WindowDockingLayout m_WindowDockingLayout; - - bool m_MaintainAspectRatio; - - public bool maintainAspectRatio - { - get { return m_MaintainAspectRatio; } - set { m_MaintainAspectRatio = value; } - } - - public Action OnResizeFinished; - - bool m_Dragging; - - Rect m_ResizeBeginLayout; - Vector2 m_ResizeBeginMousePosition; - - private GUIStyle m_StyleWidget; - private GUIStyle m_StyleLabel; - private Texture image { get; set; } - - public ResizeSideHandle(VisualElement resizeTarget, VisualElement container, ResizeHandleAnchor anchor) - { - m_WindowDockingLayout = new WindowDockingLayout(); - - m_ResizeTarget = resizeTarget; - m_Container = container; - - AddToClassList("resize"); - - switch (anchor) - { - case ResizeHandleAnchor.Top: - { - AddToClassList("vertical"); - AddToClassList("top"); - RegisterCallback(HandleResizeFromTop); - break; - } - case ResizeHandleAnchor.TopRight: - { - AddToClassList("diagonal"); - AddToClassList("top-right"); - RegisterCallback(HandleResizeFromTopRight); - break; - } - case ResizeHandleAnchor.Right: - { - AddToClassList("horizontal"); - AddToClassList("right"); - RegisterCallback(HandleResizeFromRight); - break; - } - case ResizeHandleAnchor.BottomRight: - { - AddToClassList("diagonal"); - AddToClassList("bottom-right"); - RegisterCallback(HandleResizeFromBottomRight); - break; - } - case ResizeHandleAnchor.Bottom: - { - AddToClassList("vertical"); - AddToClassList("bottom"); - RegisterCallback(HandleResizeFromBottom); - break; - } - case ResizeHandleAnchor.BottomLeft: - { - AddToClassList("diagonal"); - AddToClassList("bottom-left"); - RegisterCallback(HandleResizeFromBottomLeft); - break; - } - case ResizeHandleAnchor.Left: - { - AddToClassList("horizontal"); - AddToClassList("left"); - RegisterCallback(HandleResizeFromLeft); - break; - } - case ResizeHandleAnchor.TopLeft: - { - AddToClassList("diagonal"); - AddToClassList("top-left"); - RegisterCallback(HandleResizeFromTopLeft); - break; - } - } - - RegisterCallback(HandleMouseDown); - RegisterCallback(HandleDraggableMouseUp); - - m_ResizeTarget.RegisterCallback(InitialLayoutSetup); - } - - void InitialLayoutSetup(GeometryChangedEvent evt) - { - m_ResizeTarget.UnregisterCallback(InitialLayoutSetup); - } - - void HandleResizeFromTop(MouseMoveEvent mouseMoveEvent) - { - if (!m_Dragging) - return; - - Vector2 relativeMousePosition = mouseMoveEvent.mousePosition - m_ResizeBeginMousePosition; - - // Set anchor points for positioning - m_Container.style.top = float.NaN; - m_Container.style.bottom = m_Container.parent.layout.height - m_Container.layout.yMax; - - float newHeight = Mathf.Max(0f, m_ResizeBeginLayout.height - relativeMousePosition.y); - - m_ResizeTarget.style.height = newHeight; - - if (maintainAspectRatio) - m_ResizeTarget.style.width = newHeight; - - mouseMoveEvent.StopImmediatePropagation(); - } - - void HandleResizeFromTopRight(MouseMoveEvent mouseMoveEvent) - { - if (!m_Dragging) - return; - - Vector2 relativeMousePosition = mouseMoveEvent.mousePosition - m_ResizeBeginMousePosition; - - // Set anchor points for positioning - m_Container.style.top = float.NaN; - m_Container.style.bottom = m_Container.parent.layout.height - m_Container.layout.yMax; - m_Container.style.left = m_Container.layout.xMin; - m_Container.style.right = float.NaN; - - float newWidth = Mathf.Max(0f, m_ResizeBeginLayout.width + relativeMousePosition.x); - float newHeight = Mathf.Max(0f, m_ResizeBeginLayout.height - relativeMousePosition.y); - - if (maintainAspectRatio) - newWidth = newHeight = Mathf.Min(newWidth, newHeight); - - m_ResizeTarget.style.width = newWidth; - m_ResizeTarget.style.height = newHeight; - - mouseMoveEvent.StopPropagation(); - } - - void HandleResizeFromRight(MouseMoveEvent mouseMoveEvent) - { - if (!m_Dragging) - return; - - Vector2 relativeMousePosition = mouseMoveEvent.mousePosition - m_ResizeBeginMousePosition; - - // Set anchor points for positioning - m_Container.style.left = m_Container.layout.xMin; - m_Container.style.right = float.NaN; - - float newWidth = Mathf.Max(0f, m_ResizeBeginLayout.width + relativeMousePosition.x); - - m_ResizeTarget.style.width = newWidth; - - if (maintainAspectRatio) - { - m_ResizeTarget.style.height = newWidth; - } - - mouseMoveEvent.StopPropagation(); - } - - void HandleResizeFromBottomRight(MouseMoveEvent mouseMoveEvent) - { - if (!m_Dragging) - return; - - Vector2 relativeMousePosition = mouseMoveEvent.mousePosition - m_ResizeBeginMousePosition; - - // Set anchor points for positioning - m_Container.style.top = m_Container.layout.yMin; - m_Container.style.bottom = float.NaN; - m_Container.style.left = m_Container.layout.xMin; - m_Container.style.right = float.NaN; - - float newWidth = Mathf.Max(0f, m_ResizeBeginLayout.width + relativeMousePosition.x); - float newHeight = Mathf.Max(0f, m_ResizeBeginLayout.height + relativeMousePosition.y); - - if (maintainAspectRatio) - newWidth = newHeight = Mathf.Min(newWidth, newHeight); - - m_ResizeTarget.style.width = newWidth; - m_ResizeTarget.style.height = newHeight; - - mouseMoveEvent.StopPropagation(); - } - - void HandleResizeFromBottom(MouseMoveEvent mouseMoveEvent) - { - if (!m_Dragging) - return; - - Vector2 relativeMousePosition = mouseMoveEvent.mousePosition - m_ResizeBeginMousePosition; - - // Set anchor points for positioning - m_Container.style.top = m_Container.layout.yMin; - m_Container.style.bottom = float.NaN; - - float newHeight = Mathf.Max(0f, m_ResizeBeginLayout.height + relativeMousePosition.y); - - m_ResizeTarget.style.height = newHeight; - - if (maintainAspectRatio) - m_ResizeTarget.style.width = newHeight; - - mouseMoveEvent.StopPropagation(); - } - - void HandleResizeFromBottomLeft(MouseMoveEvent mouseMoveEvent) - { - if (!m_Dragging) - return; - - Vector2 relativeMousePosition = mouseMoveEvent.mousePosition - m_ResizeBeginMousePosition; - - // Set anchor points for positioning - m_Container.style.top = m_Container.layout.yMin; - m_Container.style.bottom = float.NaN; - m_Container.style.left = float.NaN; - m_Container.style.right = m_Container.parent.layout.width - m_Container.layout.xMax; - - float newWidth = Mathf.Max(0f, m_ResizeBeginLayout.width - relativeMousePosition.x); - float newHeight = Mathf.Max(0f, m_ResizeBeginLayout.height + relativeMousePosition.y); - - if (maintainAspectRatio) - newWidth = newHeight = Mathf.Min(newWidth, newHeight); - - m_ResizeTarget.style.width = newWidth; - m_ResizeTarget.style.height = newHeight; - - mouseMoveEvent.StopPropagation(); - } - - void HandleResizeFromLeft(MouseMoveEvent mouseMoveEvent) - { - if (!m_Dragging) - return; - - Vector2 relativeMousePosition = mouseMoveEvent.mousePosition - m_ResizeBeginMousePosition; - - // Set anchor points for positioning - m_Container.style.left = float.NaN; - m_Container.style.right = m_Container.parent.layout.width - m_Container.layout.xMax; - - float newWidth = Mathf.Max(0f, m_ResizeBeginLayout.width - relativeMousePosition.x); - - m_ResizeTarget.style.width = newWidth; - - if (maintainAspectRatio) - m_ResizeTarget.style.height = newWidth; - - mouseMoveEvent.StopPropagation(); - } - - void HandleResizeFromTopLeft(MouseMoveEvent mouseMoveEvent) - { - if (!m_Dragging) - return; - - Vector2 relativeMousePosition = mouseMoveEvent.mousePosition - m_ResizeBeginMousePosition; - - // Set anchor points for positioning - m_Container.style.top = float.NaN; - m_Container.style.bottom = m_Container.parent.layout.height - m_Container.layout.yMax; - m_Container.style.left = float.NaN; - m_Container.style.right = m_Container.parent.layout.width - m_Container.layout.xMax; - - float newWidth = Mathf.Max(0f, m_ResizeBeginLayout.width - relativeMousePosition.x); - float newHeight = Mathf.Max(0f, m_ResizeBeginLayout.height - relativeMousePosition.y); - - if (maintainAspectRatio) - newWidth = newHeight = Mathf.Min(newWidth, newHeight); - - m_ResizeTarget.style.width = newWidth; - m_ResizeTarget.style.height = newHeight; - - mouseMoveEvent.StopPropagation(); - } - - void HandleMouseDown(MouseDownEvent mouseDownEvent) - { - // Get the docking settings for the window, as well as the - // layout and mouse position when resize begins. - m_WindowDockingLayout.CalculateDockingCornerAndOffset(m_Container.layout, m_Container.parent.layout); - m_WindowDockingLayout.ApplyPosition(m_Container); - - m_ResizeBeginLayout = m_ResizeTarget.layout; - m_ResizeBeginMousePosition = mouseDownEvent.mousePosition; - - m_Dragging = true; - this.CaptureMouse(); - mouseDownEvent.StopPropagation(); - } - - void HandleDraggableMouseUp(MouseUpEvent mouseUpEvent) - { - m_Dragging = false; - - if (this.HasMouseCapture()) - this.ReleaseMouse(); - - if (OnResizeFinished != null) - OnResizeFinished(); - - m_WindowDockingLayout.CalculateDockingCornerAndOffset(m_Container.layout, m_Container.parent.layout); - m_WindowDockingLayout.ApplyPosition(m_Container); - } - - protected override void ImmediateRepaint() - { - if (m_StyleWidget == null) - { - m_StyleWidget = new GUIStyle("WindowBottomResize") { fixedHeight = 0 }; - image = m_StyleWidget.normal.background; - } - - if (image == null) - { - Debug.LogWarning("null texture passed to GUI.DrawTexture"); - return; - } - - GUI.DrawTexture(contentRect, image, ScaleMode.ScaleAndCrop, true, 0, GUI.color, 0, 0); - } - } -} diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeSideHandle.cs.meta b/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeSideHandle.cs.meta deleted file mode 100644 index 56aa2002698..00000000000 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeSideHandle.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b165bcb20989fa2428253e51bc4f440f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/MaterialEditor/ShaderGraphPropertyDrawers.cs b/Packages/com.unity.shadergraph/Editor/Drawing/MaterialEditor/ShaderGraphPropertyDrawers.cs index c6833330007..31e048ba957 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/MaterialEditor/ShaderGraphPropertyDrawers.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/MaterialEditor/ShaderGraphPropertyDrawers.cs @@ -39,7 +39,7 @@ static void PropertiesDefaultGUI(MaterialEditor materialEditor, IEnumerable propertyTypeCache; public void HandleGraphChanges() { foreach (var node in m_Graph.addedNodes) @@ -381,6 +382,23 @@ public void HandleGraphChanges() } } + bool mpbNeedsRebuild = false; + if (propertyTypeCache == null) + propertyTypeCache = new(); + foreach (var property in m_Graph.properties) + { + // if the reference name of a property type becomes associated with a different property type, + // the property sheet will emit an error. This error is sort of a false positive, but to comply + // we need to rebuild the MPB whenever a reference name's corresponding type is different. + mpbNeedsRebuild |= propertyTypeCache.TryGetValue(property.referenceName, out var propType) && propType != property.propertyType; + propertyTypeCache[property.referenceName] = property.propertyType; + } + if (mpbNeedsRebuild) + { + m_NodesPropertyChanged.UnionWith(m_Graph.GetNodes()); + m_SharedPreviewPropertyBlock = new(); + } + // remove the nodes from the state trackers m_NodesShaderChanged.ExceptWith(m_Graph.removedNodes); m_NodesPropertyChanged.ExceptWith(m_Graph.removedNodes); @@ -520,6 +538,7 @@ bool TimedNodesShouldUpdate(EditorWindow editorWindow) private static int k_spriteProps = Shader.PropertyToID("unity_SpriteProps"); private static int k_spriteColor = Shader.PropertyToID("unity_SpriteColor"); private static int k_rendererColor = Shader.PropertyToID("_RendererColor"); + private float previewTime = 0; public void RenderPreviews(EditorWindow editorWindow, bool requestShaders = true) { using (RenderPreviewsMarker.Auto()) @@ -619,11 +638,11 @@ public void RenderPreviews(EditorWindow editorWindow, bool requestShaders = true if (drawPreviewCount <= 0) return; - var time = Time.realtimeSinceStartup; - var timeParameters = new Vector4(time, Mathf.Sin(time), Mathf.Cos(time), 0.0f); + previewTime += Time.fixedDeltaTime; + var timeParameters = new Vector4(previewTime, Mathf.Sin(previewTime), Mathf.Cos(previewTime), 0.0f); m_SharedPreviewPropertyBlock.SetVector("_TimeParameters", timeParameters); - EditorUtility.SetCameraAnimateMaterialsTime(m_SceneResources.camera, time); + EditorUtility.SetCameraAnimateMaterialsTime(m_SceneResources.camera, previewTime); m_SceneResources.light0.enabled = true; m_SceneResources.light0.intensity = 1.0f; diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs index c06b6632f43..2347e7f4322 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs @@ -253,9 +253,9 @@ public GraphEditorView(EditorWindow editorWindow, GraphData graph, MessageManage { Application.OpenURL("https://unity.com/features/shader-graph"); }); - menu.AddItem(new GUIContent("Shader Graph Forums"), false, () => + menu.AddItem(new GUIContent("Shader Graph Discussions"), false, () => { - Application.OpenURL("https://forum.unity.com/forums/shader-graph.346/"); + Application.OpenURL("https://discussions.unity.com/tag/Shader-Graph"); }); menu.AddItem(new GUIContent("Shader Graph Roadmap"), false, () => { @@ -425,16 +425,20 @@ internal void UserViewSettingsChangeCheck(int newColorIndex) void NodeCreationRequest(NodeCreationContext c) { - if (EditorWindow.focusedWindow == m_EditorWindow) //only display the search window when current graph view is focused + if (EditorWindow.focusedWindow != m_EditorWindow || //only display the search window when current graph view is focused + m_SearchWindowProvider is not SearcherProvider searcherProvider) { - m_SearchWindowProvider.connectedPort = null; - m_SearchWindowProvider.target = c.target ?? m_HoveredContextView; - var displayPosition = graphView.cachedMousePosition; - - SearcherWindow.Show(m_EditorWindow, (m_SearchWindowProvider as SearcherProvider).LoadSearchWindow(), - item => (m_SearchWindowProvider as SearcherProvider).OnSearcherSelectEntry(item, displayPosition), - displayPosition, null, new SearcherWindow.Alignment(SearcherWindow.Alignment.Vertical.Center, SearcherWindow.Alignment.Horizontal.Left)); + return; } + + m_SearchWindowProvider.connectedPort = null; + m_SearchWindowProvider.target = c.target ?? m_HoveredContextView; + var displayPosition = graphView.cachedMousePosition; + + SearcherWindow.Show(m_EditorWindow, + searcherProvider.LoadSearchWindow(), + item => item != null && searcherProvider.OnSearcherSelectEntry(item, displayPosition), + displayPosition, null, new SearcherWindow.Alignment(SearcherWindow.Alignment.Vertical.Center, SearcherWindow.Alignment.Horizontal.Left)); } // Master Preview, Inspector and Blackboard all need to keep their layouts when hidden in order to restore user preferences. @@ -483,7 +487,7 @@ void CreateMasterPreview() m_GraphView.Add(m_MasterPreviewView); masterPreviewViewDraggable.OnDragFinished += UpdateSerializedWindowLayout; - m_MasterPreviewView.previewResizeBorderFrame.OnResizeFinished += UpdateSerializedWindowLayout; + m_MasterPreviewView.onResized += UpdateSerializedWindowLayout; } void CreateInspector() @@ -1419,13 +1423,14 @@ void UpdateEdgeColors(HashSet nodeViews) } } } + var edges = edgesToUpdate.ToArray(); + edgesToUpdate.Dispose(); schedule.Execute(() => { - foreach (Edge e in edgesToUpdate) + foreach (Edge e in edges) { e.UpdateEdgeControl(); } - edgesToUpdate.Dispose(); }).StartingIn(0); } diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphSubWindow.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphSubWindow.cs index 06b2fa9d420..c2e99305daa 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphSubWindow.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/GraphSubWindow.cs @@ -282,6 +282,9 @@ void BuildManipulators() m_Dragger = new Dragger { clampToParentEdges = true }; RegisterCallback(OnMoveEnd); this.AddManipulator(m_Dragger); + + // Prevent the base graph view options (i.e. Create Node) from appearing. + this.AddManipulator(new ContextualMenuManipulator(_ => { })); } #region Layout diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/HelpBoxRow.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/HelpBoxRow.cs index b4fd52071f5..7c118cf3899 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/HelpBoxRow.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/HelpBoxRow.cs @@ -1,111 +1,90 @@ using System; -using System.Linq; using UnityEngine; using UnityEngine.UIElements; namespace UnityEditor.ShaderGraph.Drawing { - // Similar in function to the old EditorGUILayout.HelpBox class HelpBoxRow : VisualElement { - VisualElement m_ContentContainer; - VisualElement m_LabelContainer; + // This element was originally reimplementing the entire HelpBox, but now that a UI Toolkit version is + // available, we are wrapping that for better consistency. + HelpBox m_HelpBox; - public override VisualElement contentContainer - { - get { return m_ContentContainer; } - } + // Space beneath the help box for actions, i.e. Upgrade/Dismiss buttons on out-of-date nodes. + VisualElement m_ActionContainer; + + public override VisualElement contentContainer => m_ActionContainer; - public HelpBoxRow(MessageType type) + HelpBoxRow(string text, HelpBoxMessageType messageType) { - styleSheets.Add(Resources.Load("Styles/HelpBoxRow")); - VisualElement container = new VisualElement { name = "container" }; - m_ContentContainer = new VisualElement { name = "content" }; - m_LabelContainer = new VisualElement { name = "label" }; + m_HelpBox = new HelpBox(text, messageType); + m_ActionContainer = new VisualElement(); - switch (type) - { - case MessageType.None: - container.AddToClassList("help-box-row-style-info"); - break; - case MessageType.Info: - container.AddToClassList("help-box-row-style-info"); - break; - case MessageType.Warning: - container.AddToClassList("help-box-row-style-warning"); - break; - case MessageType.Error: - container.AddToClassList("help-box-row-style-error"); - break; - default: - break; - } + hierarchy.Add(m_HelpBox); + hierarchy.Add(m_ActionContainer); + } - container.Add(m_LabelContainer); - container.Add(m_ContentContainer); + static HelpBoxMessageType ToHelpBoxMessageType(MessageType messageType) => + messageType switch + { + MessageType.Info => HelpBoxMessageType.Info, + MessageType.Warning => HelpBoxMessageType.Warning, + MessageType.Error => HelpBoxMessageType.Error, + MessageType.None => HelpBoxMessageType.None, + _ => HelpBoxMessageType.None + }; - hierarchy.Add(container); - } + public HelpBoxRow(string text, MessageType messageType) : this(text, ToHelpBoxMessageType(messageType)) { } - public static VisualElement CreateVariantLimitHelpBox(int currentVariantCount, int maxVariantCount) - { - var messageType = MessageType.Error; - HelpBoxRow help = new HelpBoxRow(messageType); - var label = new Label("Variant limit exceeded: Hover for more info") + public static VisualElement CreateVariantLimitHelpBox(int currentVariantCount, int maxVariantCount) => + new HelpBoxRow("Variant limit exceeded. Hover for more info.", HelpBoxMessageType.Error) { - tooltip = ShaderKeyword.kVariantLimitWarning, - name = "message-" + (messageType == MessageType.Warning ? "warn" : "info") + tooltip = ShaderKeyword.kVariantLimitWarning }; - help.Add(label); - return help; - } - public static VisualElement TryGetDeprecatedHelpBoxRow(string deprecatedTypeName, Action upgradeAction, Action dismissAction, string deprecationText = null, string buttonText = null, string labelText = null, MessageType messageType = MessageType.Warning) + // Creates a standard prompt for upgrading a Shader Graph element. + // If dismissAction is provided, a help box is created with an upgrade button and a dismiss button. + // Otherwise, only an upgrade button is created. + public static VisualElement CreateUpgradePrompt( + string deprecatedTypeName, + Action upgradeAction, + Action dismissAction, + string tooltip = null, + string buttonText = null, + string labelText = null, + MessageType messageType = MessageType.Warning + ) { - if (deprecationText == null) - { - deprecationText = $"The {deprecatedTypeName} has new updates. This version maintains the old behavior. " + - $"If you update a {deprecatedTypeName}, you can use Undo to change it back. See the {deprecatedTypeName} " + - $"documentation for more information."; - } - if (buttonText == null) - { - buttonText = "Update"; - } - if (labelText == null) - { - labelText = $"The {deprecatedTypeName} has new updates. This version maintains the old behavior. " + - $"If you update a {deprecatedTypeName}, you can use Undo to change it back. See the {deprecatedTypeName} " + - $"documentation for more information."; - } + tooltip ??= GetDefaultDeprecationMessage(deprecatedTypeName); + buttonText ??= "Update"; + labelText ??= GetDefaultDeprecationMessage(deprecatedTypeName); + + // If we are given a dismiss action, the user has not yet dismissed the warning and should be given the + // full message. Otherwise, assume the warning has already been dismissed and show just the upgrade button. + var displayFullWarning = dismissAction != null; + var upgradeButton = new Button(upgradeAction) { text = buttonText, tooltip = tooltip }; - Button upgradeButton = new Button(upgradeAction) { text = buttonText, tooltip = deprecationText }; - Button dismissButton = null; - if (dismissAction != null) - dismissButton = new Button(dismissAction) { text = "Dismiss" }; + VisualElement container; - if (dismissAction != null) + if (displayFullWarning) { - HelpBoxRow help = new HelpBoxRow(messageType); - var label = new Label(labelText) - { - tooltip = labelText, - name = "message-" + (messageType == MessageType.Warning ? "warn" : "info") - }; - help.Add(label); - help.contentContainer.Add(upgradeButton); - if (dismissButton != null) - help.contentContainer.Add(dismissButton); - return help; + var dismissButton = new Button(dismissAction) { text = "Dismiss" }; + container = new HelpBoxRow(labelText, messageType); + container.Add(upgradeButton); + container.Add(dismissButton); } else { - var box = new VisualElement(); - box.Add(upgradeButton); - if (dismissButton != null) - box.Add(dismissButton); - return box; + container = new VisualElement(); + container.Add(upgradeButton); } + + return container; + + static string GetDefaultDeprecationMessage(string typeName) => + $"The {typeName} has new updates. This version maintains the old behavior. " + + $"If you update a {typeName}, you can use Undo to change it back. See the {typeName} " + + "documentation for more information."; } } } diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs index c0ebe52df15..fc49da8a9da 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs @@ -413,8 +413,8 @@ public override void BuildContextualMenu(ContextualMenuPopulateEvent evt) // We can manually add them back in here (although the context menu ordering is different). if (evt.target is StickyNote) { - evt.menu.AppendAction("Copy %d", (e) => CopySelectionCallback(), (a) => canCopySelection ? DropdownMenuAction.Status.Normal : DropdownMenuAction.Status.Disabled); - evt.menu.AppendAction("Cut %d", (e) => CutSelectionCallback(), (a) => canCutSelection ? DropdownMenuAction.Status.Normal : DropdownMenuAction.Status.Disabled); + evt.menu.AppendAction("Copy %c", (e) => CopySelectionCallback(), (a) => canCopySelection ? DropdownMenuAction.Status.Normal : DropdownMenuAction.Status.Disabled); + evt.menu.AppendAction("Cut %x", (e) => CutSelectionCallback(), (a) => canCutSelection ? DropdownMenuAction.Status.Normal : DropdownMenuAction.Status.Disabled); evt.menu.AppendAction("Duplicate %d", (e) => DuplicateSelectionCallback(), (a) => canDuplicateSelection ? DropdownMenuAction.Status.Normal : DropdownMenuAction.Status.Disabled); } @@ -965,7 +965,8 @@ string SerializeGraphElementsImplementation(IEnumerable elements) bool CanPasteSerializedDataImplementation(string serializedData) { - return CopyPasteGraph.FromJson(serializedData, graph) != null; + var json = CopyPasteGraph.FromJson(serializedData, graph); + return json != null && !json.IsEmpty(); } void UnserializeAndPasteImplementation(string operationName, string serializedData) diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialNodeView.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialNodeView.cs index ca91cb6f2d3..6390afa81b9 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialNodeView.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/MaterialNodeView.cs @@ -26,6 +26,7 @@ sealed class MaterialNodeView : Node, IShaderNodeView, IInspectable VisualElement m_PreviewContainer; VisualElement m_PreviewFiller; + VisualElement m_PreviewExpand; VisualElement m_ControlItems; VisualElement m_ControlsDivider; VisualElement m_DropdownItems; @@ -130,13 +131,13 @@ public void Initialize(AbstractMaterialNode inNode, PreviewManager previewManage previewDivider.AddToClassList("horizontal"); m_PreviewFiller.Add(previewDivider); - var expandPreviewButton = new VisualElement { name = "expand" }; - expandPreviewButton.Add(new VisualElement { name = "icon" }); - expandPreviewButton.AddManipulator(new Clickable(() => + m_PreviewExpand = new VisualElement { name = "expand" }; + m_PreviewExpand.Add(new VisualElement { name = "icon" }); + m_PreviewExpand.AddManipulator(new Clickable(() => { SetPreviewExpandedStateOnSelection(true); })); - m_PreviewFiller.Add(expandPreviewButton); + m_PreviewFiller.Add(m_PreviewExpand); } contents.Add(m_PreviewFiller); @@ -481,9 +482,32 @@ public bool CanToggleNodeExpanded() return !(node is BlockNode) && m_CollapseButton.enabledInHierarchy; } + static bool IsPreviewable(AbstractMaterialNode node) + { + // only the first output slot is considered. + foreach (var slot in node.GetOutputSlots()) + { + switch (slot.concreteValueType) + { + case ConcreteSlotValueType.Vector4: + case ConcreteSlotValueType.Vector3: + case ConcreteSlotValueType.Vector2: + case ConcreteSlotValueType.Vector1: + return true; + } + return false; + } + return false; + } + void UpdatePreviewExpandedState(bool expanded) { - node.previewExpanded = expanded; + var previewable = IsPreviewable(node); + + if (m_PreviewExpand != null) + m_PreviewExpand.visible = previewable; + + node.previewExpanded = expanded && previewable; if (m_PreviewFiller == null) return; if (expanded) diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Views/ResizableElement.cs b/Packages/com.unity.shadergraph/Editor/Drawing/Views/ResizableElement.cs index 7c13ed967a5..84a545d8cc0 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Views/ResizableElement.cs +++ b/Packages/com.unity.shadergraph/Editor/Drawing/Views/ResizableElement.cs @@ -1,5 +1,5 @@ +using System; using System.Collections.Generic; -using UnityEditor.ShaderGraph.Drawing; using UnityEngine; using UnityEngine.UIElements; @@ -72,6 +72,7 @@ public void SetResizeRules(Resizer allowedResizeDirections) } } + [Flags] public enum Resizer { None = 0, diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Contexts/TargetPropertyGUIContext.cs b/Packages/com.unity.shadergraph/Editor/Generation/Contexts/TargetPropertyGUIContext.cs index 6b9e99843ec..071df567b9c 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/Contexts/TargetPropertyGUIContext.cs +++ b/Packages/com.unity.shadergraph/Editor/Generation/Contexts/TargetPropertyGUIContext.cs @@ -72,8 +72,7 @@ public void AddLabel(string label, int indentLevel) public void AddHelpBox(MessageType messageType, string messageText) { - var helpBox = new HelpBoxRow(messageType); - helpBox.Add(new Label(messageText)); + var helpBox = new HelpBoxRow(messageText, messageType); this.hierarchy.Add(helpBox); } diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs b/Packages/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs index efe3bf09c29..b8759db9b9c 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs +++ b/Packages/com.unity.shadergraph/Editor/Generation/Processors/GenerationUtils.cs @@ -496,81 +496,19 @@ internal static void GetActiveFieldsAndPermutationsForNodes(PassDescriptor pass, ShaderGraphRequirementsPerKeyword vertexRequirements = new ShaderGraphRequirementsPerKeyword(); graphRequirements = new ShaderGraphRequirementsPerKeyword(); - // Evaluate all Keyword permutations - if (keywordCollector.permutations.Count > 0) - { - for (int i = 0; i < keywordCollector.permutations.Count; i++) - { - // Get active nodes for this permutation - var localVertexNodes = Pool.HashSetPool.Get(); - var localPixelNodes = Pool.HashSetPool.Get(); - - localVertexNodes.EnsureCapacity(vertexNodes.Count); - localPixelNodes.EnsureCapacity(pixelNodes.Count); - - foreach (var vertexNode in vertexNodes) - { - NodeUtils.DepthFirstCollectNodesFromNode(localVertexNodes, vertexNode, NodeUtils.IncludeSelf.Include, keywordCollector.permutations[i]); - } - - foreach (var pixelNode in pixelNodes) - { - NodeUtils.DepthFirstCollectNodesFromNode(localPixelNodes, pixelNode, NodeUtils.IncludeSelf.Include, keywordCollector.permutations[i]); - } - - // Track each vertex node in this permutation - foreach (AbstractMaterialNode vertexNode in localVertexNodes) - { - int nodeIndex = vertexNodes.IndexOf(vertexNode); - - if (vertexNodePermutations[nodeIndex] == null) - vertexNodePermutations[nodeIndex] = new List(); - vertexNodePermutations[nodeIndex].Add(i); - } - - // Track each pixel node in this permutation - foreach (AbstractMaterialNode pixelNode in localPixelNodes) - { - int nodeIndex = pixelNodes.IndexOf(pixelNode); + // Get requirements + vertexRequirements.baseInstance.SetRequirements(ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false, texCoordNeedsDerivs)); + pixelRequirements.baseInstance.SetRequirements(ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false, texCoordNeedsDerivs)); - if (pixelNodePermutations[nodeIndex] == null) - pixelNodePermutations[nodeIndex] = new List(); - pixelNodePermutations[nodeIndex].Add(i); - } - - // Get requirements for this permutation - vertexRequirements[i].SetRequirements(ShaderGraphRequirements.FromNodes(localVertexNodes, ShaderStageCapability.Vertex, false, texCoordNeedsDerivs)); - pixelRequirements[i].SetRequirements(ShaderGraphRequirements.FromNodes(localPixelNodes, ShaderStageCapability.Fragment, false, texCoordNeedsDerivs)); - - // Add active fields - var conditionalFields = GetActiveFieldsFromConditionals(GetConditionalFieldsFromPixelRequirements(pixelRequirements[i].requirements)); - if (activeFields[i].Contains(Fields.GraphVertex)) - { - conditionalFields.AddRange(GetActiveFieldsFromConditionals(GetConditionalFieldsFromVertexRequirements(vertexRequirements[i].requirements))); - } - foreach (var field in conditionalFields) - { - activeFields[i].Add(field); - } - } + // Add active fields + var conditionalFields = GetActiveFieldsFromConditionals(GetConditionalFieldsFromPixelRequirements(pixelRequirements.baseInstance.requirements)); + if (activeFields.baseInstance.Contains(Fields.GraphVertex)) + { + conditionalFields.AddRange(GetActiveFieldsFromConditionals(GetConditionalFieldsFromVertexRequirements(vertexRequirements.baseInstance.requirements))); } - // No Keywords - else + foreach (var field in conditionalFields) { - // Get requirements - vertexRequirements.baseInstance.SetRequirements(ShaderGraphRequirements.FromNodes(vertexNodes, ShaderStageCapability.Vertex, false, texCoordNeedsDerivs)); - pixelRequirements.baseInstance.SetRequirements(ShaderGraphRequirements.FromNodes(pixelNodes, ShaderStageCapability.Fragment, false, texCoordNeedsDerivs)); - - // Add active fields - var conditionalFields = GetActiveFieldsFromConditionals(GetConditionalFieldsFromPixelRequirements(pixelRequirements.baseInstance.requirements)); - if (activeFields.baseInstance.Contains(Fields.GraphVertex)) - { - conditionalFields.AddRange(GetActiveFieldsFromConditionals(GetConditionalFieldsFromVertexRequirements(vertexRequirements.baseInstance.requirements))); - } - foreach (var field in conditionalFields) - { - activeFields.baseInstance.Add(field); - } + activeFields.baseInstance.Add(field); } // Build graph requirements diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs b/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs index bfa089b7dd3..926f78cab85 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs +++ b/Packages/com.unity.shadergraph/Editor/Generation/Processors/Generator.cs @@ -395,6 +395,9 @@ void GenerateSubShader(int targetIndex, SubShaderDescriptor descriptor, Property if (m_Mode == GenerationMode.Preview) activeFields.baseInstance.Add(Fields.IsPreview); + if (m_OutputNode == null && m_Mode == GenerationMode.Preview) + activeFields.baseInstance.Add(Fields.IsMainPreview); + // Check masternode fields for valid passes if (pass.TestActive(activeFields)) GenerateShaderPass(targetIndex, pass.descriptor, activeFields, activeBlockDescriptors.Select(x => x.descriptor).ToList(), subShaderProperties); diff --git a/Packages/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs b/Packages/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs index 4b37554f1b1..d283c23fec8 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs +++ b/Packages/com.unity.shadergraph/Editor/Generation/ShaderGraphVfxAsset.cs @@ -133,6 +133,11 @@ public string outputStructName internal set { m_OutputStructName = value; } } + internal void SetGUID(string guid) + { + m_Data.OverrideObjectId(guid, "SerializedVfxAssetData"); + } + public List properties { get diff --git a/Packages/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs b/Packages/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs index 153a9ddd457..ebc1b330e6b 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs +++ b/Packages/com.unity.shadergraph/Editor/Generation/TargetResources/Fields.cs @@ -19,6 +19,7 @@ internal static class Fields public static FieldDescriptor BlendAlpha = new FieldDescriptor(kBlendMode, "Alpha", "_BLENDMODE_ALPHA 1"); // URP: only sprite targets, vfx: HDRP? public static FieldDescriptor DoubleSided = new FieldDescriptor(string.Empty, "DoubleSided", "_DOUBLE_SIDED 1"); // URP: only sprite targets, duplicated in HD public static FieldDescriptor IsPreview = new FieldDescriptor(string.Empty, "isPreview", "SHADERGRAPH_PREVIEW"); + public static FieldDescriptor IsMainPreview = new FieldDescriptor(string.Empty, "isMainPreview", "SHADERGRAPH_PREVIEW_MAIN"); public static FieldDescriptor LodCrossFade = new FieldDescriptor(string.Empty, "LodCrossFade", "_LODCROSSFADE 1"); // HD only public static FieldDescriptor AlphaToMask = new FieldDescriptor(string.Empty, "AlphaToMask", "_ALPHATOMASK_ON 1"); // HD only diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/PBRDeferredPass.hlsl b/Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/PBRDeferredPass.hlsl index 2230ce8795d..a36cea6f837 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/PBRDeferredPass.hlsl +++ b/Packages/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/PBRDeferredPass.hlsl @@ -55,7 +55,7 @@ void PBRDeferredFragment(v2f_surf IN, SurfaceOutputStandard o, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outEmission : SV_Target3 -#if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) +#if OUTPUT_SHADOWMASK , out half4 outShadowMask : SV_Target4 #endif ) @@ -126,7 +126,7 @@ void PBRDeferredFragment(v2f_surf IN, SurfaceOutputStandard o, // call lighting function to output g-buffer outEmission = LightingStandard_Deferred (o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2); - #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) + #if OUTPUT_SHADOWMASK outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, worldPos); #endif #ifndef UNITY_HDR_ON diff --git a/Packages/com.unity.shadergraph/Editor/Generation/Targets/CustomRenderTexture/CustomTextureGraph.hlsl b/Packages/com.unity.shadergraph/Editor/Generation/Targets/CustomRenderTexture/CustomTextureGraph.hlsl index eadf042f784..64a005287e7 100644 --- a/Packages/com.unity.shadergraph/Editor/Generation/Targets/CustomRenderTexture/CustomTextureGraph.hlsl +++ b/Packages/com.unity.shadergraph/Editor/Generation/Targets/CustomRenderTexture/CustomTextureGraph.hlsl @@ -3,6 +3,8 @@ float4 SRGBToLinear( float4 c ) { return c; } float3 SRGBToLinear( float3 c ) { return c; } +float4 LinearToSRGB( float4 c ) { return c; } +float3 LinearToSRGB( float3 c ) { return c; } // Unpack normal as DXT5nm (1, y, 1, x) or BC5 (x, y, 0, 1) // Note neutral texture like "bump" is (0, 0, 1, 1) to work with both plain RGB normal and DXT5nm/BC5 diff --git a/Packages/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs b/Packages/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs index a27eb52a309..aae75129fcc 100644 --- a/Packages/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs +++ b/Packages/com.unity.shadergraph/Editor/Importers/ShaderGraphImporter.cs @@ -20,6 +20,7 @@ class ShaderGraphImporter : ScriptedImporter { public const string Extension = "shadergraph"; public const string LegacyExtension = "ShaderGraph"; + const string IconBasePath = "Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_graph_icon.png"; public const string k_ErrorShader = @" Shader ""Hidden/GraphErrorShader2"" @@ -236,8 +237,11 @@ public override void OnImportAsset(AssetImportContext ctx) mainObject = ShaderUtil.CreateShaderAsset(ctx, k_ErrorShader, false); } - Texture2D texture = Resources.Load("Icons/sg_graph_icon"); - ctx.AddObjectToAsset("MainAsset", mainObject, texture); + if (EditorGUIUtility.IconContent(IconBasePath)?.image is Texture2D icon) + { + ctx.AddObjectToAsset("MainAsset", mainObject, icon); + } + ctx.SetMainObject(mainObject); var graphDataReadOnly = new GraphDataReadOnly(graph); @@ -699,7 +703,7 @@ static ShaderGraphVfxAsset GenerateVfxShaderGraphAsset(GraphData graph) // foreach (var node in source.nodes) // { // message.AppendLine($"{node.name} ({node.objectId}): {node.concretePrecision}"); - // } + // } // throw new InvalidOperationException(message.ToString()); //} @@ -986,6 +990,7 @@ void AddCoordinateSpaceSnippets(InterpolatorType interpolatorType, Func("Icons/sg_subgraph_icon"); - ctx.AddObjectToAsset("MainAsset", graphAsset, texture); + if (EditorGUIUtility.IconContent(IconBasePath)?.image is Texture2D icon) + { + ctx.AddObjectToAsset("MainAsset", graphAsset, icon); + } + ctx.SetMainObject(graphAsset); var metadata = ScriptableObject.CreateInstance(); @@ -275,6 +279,7 @@ static void ProcessSubGraph(SubGraphAsset asset, GraphData graph, ShaderGraphImp { asset.isValid = false; registry.ProvideFunction(asset.functionName, sb => { }); + outputSlots.Dispose(); return; } diff --git a/Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_graph_icon@2x.png b/Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_graph_icon@2x.png new file mode 100644 index 00000000000..40064d03a42 Binary files /dev/null and b/Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_graph_icon@2x.png differ diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Test/LightBaker/Scenes/FlatSolid_rbgy_128.png.meta b/Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_graph_icon@2x.png.meta similarity index 50% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Test/LightBaker/Scenes/FlatSolid_rbgy_128.png.meta rename to Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_graph_icon@2x.png.meta index 258c4fc7ca3..d9de57b2b9e 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Test/LightBaker/Scenes/FlatSolid_rbgy_128.png.meta +++ b/Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_graph_icon@2x.png.meta @@ -1,10 +1,9 @@ fileFormatVersion: 2 -guid: 1988f4d21eeb95243b24f62db64f1e3c -timeCreated: 1493626011 -licenseType: Pro +guid: c1e1b751487e43d43923f055990214ea TextureImporter: - fileIDToRecycleName: {} - serializedVersion: 4 + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 13 mipmaps: mipMapMode: 0 enableMipMap: 1 @@ -21,7 +20,12 @@ TextureImporter: externalNormalMap: 0 heightScale: 0.25 normalMapFilter: 0 + flipGreenChannel: 0 isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMipmapLimit: 0 grayScaleToAlpha: 0 generateCubemap: 6 cubemapConvolution: 0 @@ -30,12 +34,12 @@ TextureImporter: maxTextureSize: 2048 textureSettings: serializedVersion: 2 - filterMode: -1 - aniso: -1 - mipBias: -1 - wrapU: -1 - wrapV: -1 - wrapW: -1 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 nPOTScale: 1 lightmap: 0 compressionQuality: 50 @@ -44,31 +48,70 @@ TextureImporter: spriteMeshType: 1 alignment: 0 spritePivot: {x: 0.5, y: 0.5} - spriteBorder: {x: 0, y: 0, z: 0, w: 0} spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 alphaIsTransparency: 0 spriteTessellationDetail: -1 textureType: 0 textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 maxTextureSizeSet: 0 compressionQualitySet: 0 textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + cookieLightType: 0 platformSettings: - - buildTarget: DefaultTexturePlatform + - serializedVersion: 4 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 4 + buildTarget: Standalone maxTextureSize: 2048 + resizeAlgorithm: 0 textureFormat: -1 textureCompression: 1 compressionQuality: 50 crunchedCompression: 0 allowsAlphaSplitting: 0 overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 spriteSheet: serializedVersion: 2 sprites: [] outline: [] + customData: physicsShape: [] - spritePackingTag: + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spriteCustomMetadata: + entries: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 userData: assetBundleName: assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_subgraph_icon@2x.png b/Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_subgraph_icon@2x.png new file mode 100644 index 00000000000..f6ed8352b39 Binary files /dev/null and b/Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_subgraph_icon@2x.png differ diff --git a/Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_subgraph_icon@2x.png.meta b/Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_subgraph_icon@2x.png.meta new file mode 100644 index 00000000000..704dd1e5d93 --- /dev/null +++ b/Packages/com.unity.shadergraph/Editor/Resources/Icons/sg_subgraph_icon@2x.png.meta @@ -0,0 +1,117 @@ +fileFormatVersion: 2 +guid: 890b62dea83f90749a7d048c0e5c298b +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 13 + mipmaps: + mipMapMode: 0 + enableMipMap: 1 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + flipGreenChannel: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMipmapLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 1 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 0 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + ignorePngGamma: 0 + applyGammaDecoding: 0 + swizzle: 50462976 + cookieLightType: 0 + platformSettings: + - serializedVersion: 4 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 4 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + customData: + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spriteCustomMetadata: + entries: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Editor/Resources/Styles/HelpBoxRow.uss b/Packages/com.unity.shadergraph/Editor/Resources/Styles/HelpBoxRow.uss deleted file mode 100644 index 9ad418284a3..00000000000 --- a/Packages/com.unity.shadergraph/Editor/Resources/Styles/HelpBoxRow.uss +++ /dev/null @@ -1,65 +0,0 @@ -HelpBoxRow > #container{ - flex-grow: 1; - margin-left: 8px; - margin-right: 8px; - padding-left: 8px; - padding-right: 8px; - flex-direction: row; -} - -HelpBoxRow > #container > #label { - width : 20px; - height : 20px; - align-self: center; - margin-right: 8px; -} - -HelpBoxRow > #container > #content { - flex-grow: 1; - justify-content: center; -} - -HelpBoxRow -{ - white-space: normal; -} - -.help-box-row-style-info -{ - background-color: #474747; -} - -.help-box-row-style-info #label -{ - background-image : resource("console.infoicon"); -} - -.help-box-row-style-warning -{ -} - -.help-box-row-style-warning #label -{ - background-image : resource("console.warnicon"); -} - -.help-box-row-style-error -{ -} - -.help-box-row-style-error #label -{ - background-image : resource("console.erroricon"); -} - -#message-warn -{ - color:#584308; - white-space: normal; -} - -#message-info -{ - color:#d2d2d2; - white-space: normal; -} diff --git a/Packages/com.unity.shadergraph/Editor/Resources/Styles/InspectorView.uss b/Packages/com.unity.shadergraph/Editor/Resources/Styles/InspectorView.uss index e7848f07e46..dd32c931143 100644 --- a/Packages/com.unity.shadergraph/Editor/Resources/Styles/InspectorView.uss +++ b/Packages/com.unity.shadergraph/Editor/Resources/Styles/InspectorView.uss @@ -93,3 +93,8 @@ ScrollView { width: 0; min-width: 100%; } + +.InspectorView #GraphSettingsContainer { + width: 0; + min-width: 100%; +} diff --git a/Packages/com.unity.shadergraph/Editor/Resources/Styles/MasterPreviewView.uss b/Packages/com.unity.shadergraph/Editor/Resources/Styles/MasterPreviewView.uss index d71b83bc504..717aaef5fd2 100644 --- a/Packages/com.unity.shadergraph/Editor/Resources/Styles/MasterPreviewView.uss +++ b/Packages/com.unity.shadergraph/Editor/Resources/Styles/MasterPreviewView.uss @@ -7,7 +7,11 @@ MasterPreviewView { height: 125px; min-width: 100px; min-height: 100px; - background-color: rgb(79, 79, 79); +} + +.mainContainer { + margin: 6px; + background-color: #2e2e2e; justify-content: flex-start; border-radius: 6px; border-top-width: 1px; @@ -17,29 +21,29 @@ MasterPreviewView { border-color: rgb(25,25,25); } -MasterPreviewView > #top { +.mainContainer > #top { flex-direction: row; justify-content: space-between; - background-color: rgb(64, 64, 64); + background-color: #393939; padding: 8px; border-top-left-radius: 6px; border-top-right-radius: 6px; } -MasterPreviewView > #top > #title { +.mainContainer > #top > #title { overflow: hidden; font-size: 14px; color: rgb(180, 180, 180); padding: 1px 2px 2px; } -MasterPreviewView > #middle { - background-color: rgb(49, 49, 49); +.mainContainer > #middle { + background-color: #2e2e2e; flex-grow: 1; flex-direction: row; } -MasterPreviewView > #middle > #preview { +.mainContainer > #middle > #preview { flex-grow: 1; width: 100px; height: 100px; diff --git a/Packages/com.unity.shadergraph/Editor/Resources/UXML/Blackboard/SGBlackboard.uxml b/Packages/com.unity.shadergraph/Editor/Resources/UXML/Blackboard/SGBlackboard.uxml index 5de9d5643c4..d0af4dfc9ed 100644 --- a/Packages/com.unity.shadergraph/Editor/Resources/UXML/Blackboard/SGBlackboard.uxml +++ b/Packages/com.unity.shadergraph/Editor/Resources/UXML/Blackboard/SGBlackboard.uxml @@ -10,8 +10,8 @@ - - + + diff --git a/Packages/com.unity.shadergraph/Editor/Resources/UXML/GraphInspector.uxml b/Packages/com.unity.shadergraph/Editor/Resources/UXML/GraphInspector.uxml index de551f9c1ec..0ba8a9e2b4a 100644 --- a/Packages/com.unity.shadergraph/Editor/Resources/UXML/GraphInspector.uxml +++ b/Packages/com.unity.shadergraph/Editor/Resources/UXML/GraphInspector.uxml @@ -6,7 +6,7 @@ - + diff --git a/Packages/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs b/Packages/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs index 34c825e5e44..94bc45f6314 100644 --- a/Packages/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs +++ b/Packages/com.unity.shadergraph/Editor/Serialization/MultiJsonInternal.cs @@ -438,8 +438,7 @@ public override string Serialize() internal override void OnPropertiesGUI(VisualElement context, Action onChange, Action registerUndo, GraphData owner) { - var helpBox = new HelpBoxRow(MessageType.Info); - helpBox.Add(new Label("Cannot find the code for this data extension, a package may be missing.")); + var helpBox = new HelpBoxRow("Cannot find the code for this data extension, a package may be missing.", MessageType.Info); context.hierarchy.Add(helpBox); } } diff --git a/Packages/com.unity.shadergraph/Editor/ShaderGraphProjectSettings.cs b/Packages/com.unity.shadergraph/Editor/ShaderGraphProjectSettings.cs index 876c46bf427..229f0d87113 100644 --- a/Packages/com.unity.shadergraph/Editor/ShaderGraphProjectSettings.cs +++ b/Packages/com.unity.shadergraph/Editor/ShaderGraphProjectSettings.cs @@ -31,15 +31,15 @@ class ShaderGraphProjectSettingsProvider : SettingsProvider { private static int kMaxChannelThreshold = 32; private static int kMinChannelThreshold = 8; - private static string kCustomInterpolatorHelpBox = "Unity uses these options to help ShaderGraph users maintain known compatibilities with target platform(s) when using Custom Interpolators."; + private static string kCustomInterpolatorHelpBox = "Unity uses these options to help Shader Graph users maintain known compatibilities with target platform(s) when using Custom Interpolators."; private static string kCustomInterpolatorDocumentationURL = UnityEngine.Rendering.ShaderGraph.Documentation.GetPageLink("Custom-Interpolators"); private class Styles { public static readonly GUIContent shaderVariantLimitLabel = L10n.TextContent("Shader Variant Limit", ""); public static readonly GUIContent CustomInterpLabel = L10n.TextContent("Custom Interpolator Channel Settings", ""); - public static readonly GUIContent CustomInterpWarnThresholdLabel = L10n.TextContent("Warning Threshold", $"ShaderGraph displays a warning when the user creates more custom interpolators than permitted by this setting. The number of interpolators that trigger this warning must be between {kMinChannelThreshold} and the Error Threshold."); - public static readonly GUIContent CustomInterpErrorThresholdLabel = L10n.TextContent("Error Threshold", $"ShaderGraph displays an error message when the user tries to create more custom interpolators than permitted by this setting. The number of interpolators that trigger this error must be between {kMinChannelThreshold} and {kMaxChannelThreshold}."); + public static readonly GUIContent CustomInterpWarnThresholdLabel = L10n.TextContent("Warning Threshold", $"Shader Graph displays a warning when the user creates more custom interpolators than permitted by this setting. The number of interpolators that trigger this warning must be between {kMinChannelThreshold} and the Error Threshold."); + public static readonly GUIContent CustomInterpErrorThresholdLabel = L10n.TextContent("Error Threshold", $"Shader Graph displays an error message when the user tries to create more custom interpolators than permitted by this setting. The number of interpolators that trigger this error must be between {kMinChannelThreshold} and {kMaxChannelThreshold}."); public static readonly GUIContent ReadMore = L10n.TextContent("Read more"); public static readonly GUIContent HeatmapSectionLabel = L10n.TextContent("Heatmap Color Mode Settings", ""); @@ -136,7 +136,7 @@ void OnGUIHandler(string searchContext) [SettingsProvider] public static SettingsProvider CreateShaderGraphProjectSettingsProvider() { - var provider = new ShaderGraphProjectSettingsProvider("Project/ShaderGraph", SettingsScope.Project); + var provider = new ShaderGraphProjectSettingsProvider("Project/Shader Graph", SettingsScope.Project); return provider; } } diff --git a/Packages/com.unity.shadergraph/Editor/Util/CopyPasteGraph.cs b/Packages/com.unity.shadergraph/Editor/Util/CopyPasteGraph.cs index b00c0e5ae44..4458f4a7e46 100644 --- a/Packages/com.unity.shadergraph/Editor/Util/CopyPasteGraph.cs +++ b/Packages/com.unity.shadergraph/Editor/Util/CopyPasteGraph.cs @@ -151,6 +151,22 @@ public CopyPasteGraph(IEnumerable groups, m_Edges = distinct.ToList(); } + public bool IsEmpty() + { + return m_MetaDropdownIds.Count == 0 + && m_MetaDropdowns.Count == 0 + && m_MetaKeywordIds.Count == 0 + && m_MetaKeywords.Count == 0 + && m_MetaProperties.Count == 0 + && m_MetaPropertyIds.Count == 0 + && m_Edges.Count == 0 + && m_Categories.Count == 0 + && m_Groups.Count == 0 + && m_Inputs.Count == 0 + && m_Nodes.Count == 0 + && m_StickyNotes.Count == 0; + } + public bool IsInputCategorized(ShaderInput shaderInput) { foreach (var category in categories) diff --git a/Packages/com.unity.shadergraph/Editor/Util/UIUtilities.cs b/Packages/com.unity.shadergraph/Editor/Util/UIUtilities.cs index 0301c787292..83d54b92a37 100644 --- a/Packages/com.unity.shadergraph/Editor/Util/UIUtilities.cs +++ b/Packages/com.unity.shadergraph/Editor/Util/UIUtilities.cs @@ -39,6 +39,7 @@ public static int GetHashCode(IEnumerable objects) { hashCode = hashCode * 31 + (@object == null ? 79 : @object.GetHashCode()); } + return hashCode; } @@ -75,7 +76,18 @@ public static Vector2 CalculateCentroid(IEnumerable nodePositions) centroid = centroid + (position - centroid) / count; ++count; } + return centroid; } + + // A new element added to a ScrollView can't be scrolled to until its layout is calculated. + // This function will scroll to the target element after the scroll view's layout is updated. + public static void ScrollToElementAfterGeometryChange(this ScrollView scrollView, VisualElement target) + { + scrollView.contentContainer.RegisterCallbackOnce(e => + { + scrollView.ScrollTo(target); + }); + } } } diff --git a/Packages/com.unity.shadergraph/README.md b/Packages/com.unity.shadergraph/README.md index 2afc4b14d91..6964f3bc42d 100644 --- a/Packages/com.unity.shadergraph/README.md +++ b/Packages/com.unity.shadergraph/README.md @@ -10,7 +10,7 @@ Unless you intend to modify Shader Graph or want to try out the latest and unsup 2. Open the **Package Manager** window (**Window** > **Package Manager**). 3. In the **Package Manager** window, in the **Packages** menu, select **Unity Registry**. 4. Do one of the following, based on your project needs: - - To use Shader Graph and the [Universal Render Pipeline (URP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest) in your project, select **Universal RP**. + - To use Shader Graph and the [Universal Render Pipeline (URP)](https://docs.unity3d.com/Manual/urp/urp-introduction.html) in your project, select **Universal RP**. - To use Shader Graph and the [High Definition Render Pipeline (HDRP)](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest), select **High Definition RP**. - To use Shader Graph with Unity's [Built-In Render Pipeline](https://docs.unity3d.com/2020.3/Documentation/Manual/built-in-render-pipeline.html), select **Shader Graph**. diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/.sample.json b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/.sample.json new file mode 100644 index 00000000000..665bd03b39a --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/.sample.json @@ -0,0 +1,6 @@ +{ + "displayName":"UGUI Shaders", + "interactiveImport": "false", + "description":"This sample is all about creating 2D UI elements using the Canvas target in HDRP or URP. It provides a set of subgraphs to speed up and simplify the process of creating buttons, widgets, backgrounds, and other UI elements. It also contains examples of how these subgraphs can be used together to create dynamic UI elements that are fast to render and don't require and texture memory.", + "createSeparatePackage": true +} diff --git a/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Default Materials.meta similarity index 77% rename from Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents.meta rename to Packages/com.unity.shadergraph/Samples~/UGUIShaders/Default Materials.meta index f36c167ec2a..879f2d65a13 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Runtime/VolumeComponents.meta +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Default Materials.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: ff6490c15edcb9f41a487cf2d89f358b +guid: 3b3e3ff1a7ce47049a8dadb7d437caee folderAsset: yes DefaultImporter: externalObjects: {} diff --git 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This set of + samples contains over a dozen user interface widgets, buttons, and backgrounds + - all generated procedurally using Shader Graph. It also contains a library + of more than 50 UI-specific subgraphs that you can use to build user interface + elements. The sample shaders work in both HDRP and URP.\n\nWe have two main + objectives with this sample set:\r\n\r\n1. Demonstrate Shader Graph\u2019s + ability to create dynamic, resolution-independent user interface elements + in a wide variety of shapes and styles.\n\r\n2. Make it easier and faster + to create UI elements by providing a large set of UI-specific subgraph nodes + that can be used as building blocks to speed up the creation process.\n\nAs + these samples demonstrate, using Shader Graph and UGUI, you can create user + interface elements that are resolution independent, require zero texture + memory, can be authored and edited directly in Shader Graph inside of Unity, + automatically adapt to aspect ratio, and contain all visual states and behaviors.\r\n\nTo + get started exploring the content, enter Play mode and then click on one + of the tabs to the left.\n\nNote: If you are using the New Input System, + you need to select the EventSystem GameObject and click on \"Replace with + InputSystemUIInputModule.\"" + objectReference: {fileID: 0} + - target: {fileID: 4262581316619277117, guid: abd54f4572036c549b81c1816521a3b1, type: 3} + propertyPath: m_SizeDelta.x + value: 0 + objectReference: {fileID: 0} + - target: {fileID: 4262581316619277117, guid: abd54f4572036c549b81c1816521a3b1, type: 3} + propertyPath: m_AnchoredPosition.x + value: 0 + objectReference: {fileID: 0} + - 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They're usually animated, but don't require + any connection to game logic and are completely self-contained. 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b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scenes/UISampleScene/LightingData.asset.meta similarity index 79% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Test/LightBaker/Scenes/BakedLightingTerrainAlbedo-editor/LightingData.asset.meta rename to Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scenes/UISampleScene/LightingData.asset.meta index ffe4a1dba35..53fd765b04c 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Test/LightBaker/Scenes/BakedLightingTerrainAlbedo-editor/LightingData.asset.meta +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scenes/UISampleScene/LightingData.asset.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 438266c51ea5e54439612a3932bef1b3 +guid: fc028136fadc2724e94ad722d3c3eb4e NativeFormatImporter: externalObjects: {} mainObjectFileID: 112000000 diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Test/LightBaker/Scenes/texturedAlbedo.mat 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Material: serializedVersion: 8 @@ -7,18 +20,18 @@ Material: m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} - m_Name: texturedAlbedo - m_Shader: {fileID: 4800000, guid: 933532a4fcc9baf4fa0491de14d08ed7, type: 3} + m_Name: Sky + m_Shader: {fileID: 103, guid: 0000000000000000f000000000000000, type: 0} m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: [] - m_InvalidKeywords: [] + m_InvalidKeywords: + - _MAPPING_LATITUDE_LONGITUDE_LAYOUT m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 m_CustomRenderQueue: -1 - stringTagMap: - RenderType: Opaque + stringTagMap: {} disabledShaderPasses: - MOTIONVECTORS m_LockedProperties: @@ -26,7 +39,7 @@ Material: serializedVersion: 3 m_TexEnvs: - _BaseMap: - m_Texture: {fileID: 2800000, guid: ba5887f7160db0e4faa66492430f8d3e, type: 3} + m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} - _BumpMap: @@ -50,7 +63,7 @@ Material: m_Scale: {x: 1, y: 1} 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2 -guid: c3543148aadd6a642ab936ccd920a901 +guid: 89359ca4096ab274fb1e4d36c1a17ec4 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/BlurredHexagonController.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/BlurredHexagonController.cs new file mode 100644 index 00000000000..a49bbe9e10b --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/BlurredHexagonController.cs @@ -0,0 +1,171 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +namespace Unity.UI.Shaders.Sample +{ + /// + /// Example script controlling a BlurredHexagon Material with s. + /// + [RequireComponent(typeof(Graphic))] + public class BlurredHexagonController : UIBehaviour, IMaterialModifier + { + const string _saturationRef = "_Background_Saturation", _tintRef = "_Tint", _hexagonDissolveRef = "_Hexagon_Dissolve", + _hexagonTilesRef = "_Hexagon_Tiles", _blurRef = "_Blur", _blurCyclesRef = "_Blur_Cycles", _blurSamplesPerCycleRef = "_Blur_Samples_Per_Cycle"; + + [SerializeField] Slider _saturationSlider, _tintRedSlider, _tintGreenSlider, _tintBlueSlider, + _hexagonDissolveSlider, _hexagonTilesSlider, _blurSlider, _blurCyclesSlider, _blurSamplesPerCycleSlider; + + static int _saturationId, _tintId, _hexagonDissolveId, _hexagonTilesId, _blurId, _blurCyclesId, _blurSamplesPerCycleId; + + private float _saturation, _hexagonDissolve, _hexagonTiles, _blur, _blurCycles, _blurSamplesPerCycle; + private Color _tint = Color.gray; + + public float Saturation + { + get => _saturation; + set + { + _saturation = value; + Graphic.SetMaterialDirty(); + } + } + + public Color Tint + { + get => _tint; + set + { + _tint = value; + Graphic.SetMaterialDirty(); + } + } + + public float TintRed { get => Tint.r; set => Tint = new Color(value, _tint.g, _tint.b); } + public float TintGreen { get => Tint.g; set => Tint = new Color(_tint.r, value, _tint.b); } + public float TintBlue { get => Tint.b; set => Tint = new Color(_tint.r, _tint.g, value); } + + public float HexagonDissolve + { + get => _hexagonDissolve; + set + { + _hexagonDissolve = value; + Graphic.SetMaterialDirty(); + } + } + + public float HexagonTiles + { + get => _hexagonTiles; + set + { + _hexagonTiles = value; + Graphic.SetMaterialDirty(); + } + } + + public float Blur + { + get => _blur; + set + { + _blur = value; + Graphic.SetMaterialDirty(); + } + } + + public float BlurCycles + { + get => _blurCycles; + set + { + _blurCycles = value; + Graphic.SetMaterialDirty(); + } + } + + public float BlurSamplesPerCycle + { + get => _blurSamplesPerCycle; + set + { + _blurSamplesPerCycle = value; + Graphic.SetMaterialDirty(); + } + } + + private Graphic _graphic; + public Graphic Graphic + { + get + { + if (_graphic == null) + _graphic = GetComponent(); + return _graphic; + } + } + + protected override void Awake() + { + base.Awake(); + + // get ids from prop names + _saturationId = Shader.PropertyToID(_saturationRef); + _tintId = Shader.PropertyToID(_tintRef); + _hexagonDissolveId = Shader.PropertyToID(_hexagonDissolveRef); + _hexagonTilesId = Shader.PropertyToID(_hexagonTilesRef); + _blurId = Shader.PropertyToID(_blurRef); + _blurCyclesId = Shader.PropertyToID(_blurCyclesRef); + _blurSamplesPerCycleId = Shader.PropertyToID(_blurSamplesPerCycleRef); + + // initialize values with the material's values + var mat = Graphic.material; + _saturation = mat.GetFloat(_saturationId); + _tint = mat.GetColor(_tintId); + _hexagonDissolve = mat.GetFloat(_hexagonDissolveId); + _hexagonTiles = mat.GetFloat(_hexagonTilesId); + _blur = mat.GetFloat(_blurId); + _blurCycles = mat.GetFloat(_blurCyclesId); + _blurSamplesPerCycle = mat.GetFloat(_blurSamplesPerCycleId); + + // initialize the sliders with the material's values + _saturationSlider?.SetValueWithoutNotify(Saturation); + _tintRedSlider?.SetValueWithoutNotify(TintRed); + _tintGreenSlider?.SetValueWithoutNotify(TintGreen); + _tintBlueSlider?.SetValueWithoutNotify(TintBlue); + _hexagonDissolveSlider?.SetValueWithoutNotify(HexagonDissolve); + _hexagonTilesSlider?.SetValueWithoutNotify(HexagonTiles); + _blurSlider?.SetValueWithoutNotify(Blur); + _blurCyclesSlider?.SetValueWithoutNotify(BlurCycles); + _blurSamplesPerCycleSlider?.SetValueWithoutNotify(BlurSamplesPerCycle); + + // add listeners to sliders' value changed events + _saturationSlider?.onValueChanged.AddListener((x) => { Saturation = x; }); + _tintRedSlider?.onValueChanged?.AddListener((x) => { TintRed = x; }); + _tintGreenSlider?.onValueChanged?.AddListener((x) => { TintGreen = x; }); + _tintBlueSlider?.onValueChanged?.AddListener((x) => { TintBlue = x; }); + _hexagonDissolveSlider?.onValueChanged.AddListener((x) => { HexagonDissolve = x; }); + _hexagonTilesSlider?.onValueChanged.AddListener((x) => { HexagonTiles = x; }); + _blurSlider?.onValueChanged.AddListener((x) => { Blur = x; }); + _blurCyclesSlider?.onValueChanged.AddListener((x) => { BlurCycles = x; }); + _blurSamplesPerCycleSlider?.onValueChanged.AddListener((x) => { BlurSamplesPerCycle = x; }); + } + + public Material GetModifiedMaterial(Material baseMaterial) + { + // nothing's initialized unless we're in play mode + if (!Application.isPlaying || enabled == false) + return baseMaterial; + + baseMaterial.SetFloat(_saturationId, Saturation); + baseMaterial.SetColor(_tintId, Tint); + baseMaterial.SetFloat(_hexagonDissolveId, HexagonDissolve); + baseMaterial.SetFloat(_hexagonTilesId, HexagonTiles); + baseMaterial.SetFloat(_blurId, Blur); + baseMaterial.SetFloat(_blurCyclesId, BlurCycles); + baseMaterial.SetFloat(_blurSamplesPerCycleId, BlurSamplesPerCycle); + return baseMaterial; + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/BlurredHexagonController.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/BlurredHexagonController.cs.meta new file mode 100644 index 00000000000..0ad7e6b17ab --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/BlurredHexagonController.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 9f19c97b36748f849a73a3321b7e3c64 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Test/Editor.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor.meta similarity index 77% rename from Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Test/Editor.meta rename to Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor.meta index 08359117fb3..07fec98d8c5 100644 --- a/Tests/SRPTests/Projects/UniversalGraphicsTest_Lighting/Assets/Test/Editor.meta +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 5e2697a0937eb4d16a14e27b38e871ab +guid: 993fe007a55f1af498ed451a65450d22 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/CustomToggleEditor.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/CustomToggleEditor.cs new file mode 100644 index 00000000000..b884cc78743 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/CustomToggleEditor.cs @@ -0,0 +1,29 @@ +using UnityEngine; +using UnityEditor; +using UnityEditor.UI; + +namespace Unity.UI.Shaders.Sample.Editor +{ + [CustomEditor(typeof(CustomToggle))] + public class CustomToggleEditor : ToggleEditor + { + SerializedProperty m_OnStateChangedProperty; + + protected override void OnEnable() + { + base.OnEnable(); + + m_OnStateChangedProperty = serializedObject.FindProperty("onStateChanged"); + } + + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + EditorGUILayout.Space(); + + EditorGUILayout.PropertyField(m_OnStateChangedProperty); + + serializedObject.ApplyModifiedProperties(); + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/CustomToggleEditor.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/CustomToggleEditor.cs.meta new file mode 100644 index 00000000000..8b1672a9886 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/CustomToggleEditor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 1ab1c9b915235414cb5fc563370fcddf \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/MinMaxSliderDrawer.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/MinMaxSliderDrawer.cs new file mode 100644 index 00000000000..505315259ef --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/MinMaxSliderDrawer.cs @@ -0,0 +1,31 @@ +using UnityEngine; +using UnityEditor; + +namespace Unity.UI.Shaders.Sample.Editor +{ + [CustomPropertyDrawer(typeof(MinMaxSliderAttribute))] + public class MinMaxSliderDrawer : PropertyDrawer + { + MinMaxSliderAttribute range => (MinMaxSliderAttribute)attribute; + + Vector2 _value; + + public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) + { + if (property.propertyType == SerializedPropertyType.Vector2) + { + _value = property.vector2Value; + EditorGUI.BeginChangeCheck(); + EditorGUI.MinMaxSlider(position, label, ref _value.x, ref _value.y, range.min, range.max); + if (EditorGUI.EndChangeCheck()) + { + property.vector2Value = _value; + } + } + else + { + EditorGUI.PropertyField(position, property, label); + } + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/MinMaxSliderDrawer.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/MinMaxSliderDrawer.cs.meta new file mode 100644 index 00000000000..852119b62f4 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/MinMaxSliderDrawer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 173897d9cfd2ff445912c20f991e22e8 diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/TMProResourcesCheck.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/TMProResourcesCheck.cs new file mode 100644 index 00000000000..cdecfa0879c --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/TMProResourcesCheck.cs @@ -0,0 +1,18 @@ +using UnityEditor; +using UnityEngine; +using TMPro; + +namespace Unity.UI.Shaders.Sample.Editor +{ + public static class TMProResourcesCheck + { + [InitializeOnLoadMethod] + static void Init() + { + var tmProSettings = TMP_Settings.instance; // getting the instance should be enough + //var tmProStettings = Resources.Load("TMP Settings"); + //if (tmProStettings == null) + // TMP_PackageResourceImporterWindow.ShowPackageImporterWindow(); + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/TMProResourcesCheck.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/TMProResourcesCheck.cs.meta new file mode 100644 index 00000000000..4f0b101263a --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/TMProResourcesCheck.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e9ec04bf20ec56e4ea9b5ee986bfe9e8 \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/Unity.UI.Shaders.Sample.Editor.asmdef b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/Unity.UI.Shaders.Sample.Editor.asmdef new file mode 100644 index 00000000000..6bacccb39b3 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/Unity.UI.Shaders.Sample.Editor.asmdef @@ -0,0 +1,30 @@ +{ + "name": "Unity.UI.Shaders.Sample.Editor", + "rootNamespace": "Unity.UI.Shaders.Sample.Editor", + "references": [ + "GUID:2bafac87e7f4b9b418d9448d219b01ab", + "GUID:343deaaf83e0cee4ca978e7df0b80d21", + "GUID:6055be8ebefd69e48b49212b09b47b2f", + "GUID:6546d7765b4165b40850b3667f981c26", + "GUID:b3f345a8790ef4c419a5d3ea60e9f97d" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [ + "UGUI" + ], + "versionDefines": [ + { + "name": "com.unity.ugui", + "expression": "", + "define": "UGUI" + } + ], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/CommonAssets/Editor/ShaderGraphGraphicsTestsEditor.asmdef.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/Unity.UI.Shaders.Sample.Editor.asmdef.meta similarity index 76% rename from Tests/SRPTests/Projects/SRP_SmokeTest/Assets/CommonAssets/Editor/ShaderGraphGraphicsTestsEditor.asmdef.meta rename to Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/Unity.UI.Shaders.Sample.Editor.asmdef.meta index 3f10a7404c5..3108b04220b 100644 --- a/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/CommonAssets/Editor/ShaderGraphGraphicsTestsEditor.asmdef.meta +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Editor/Unity.UI.Shaders.Sample.Editor.asmdef.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 753d8551b672a884db7c2e4c19119940 +guid: 7a3378c8f903ad844b18cfbbba053b88 AssemblyDefinitionImporter: externalObjects: {} userData: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime.meta new file mode 100644 index 00000000000..7e8a4623b54 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: f17fe3cdd71a5244891e2c20169e5fea +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Attributes.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Attributes.meta new file mode 100644 index 00000000000..f6f230252b3 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Attributes.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0d7a45b2c5b65d5419f1a6bb6d885487 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Attributes/MinMaxSliderAttribute.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Attributes/MinMaxSliderAttribute.cs new file mode 100644 index 00000000000..d0b8770b615 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Attributes/MinMaxSliderAttribute.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +namespace Unity.UI.Shaders.Sample +{ + public class MinMaxSliderAttribute : PropertyAttribute + { + public float min; + public float max; + + public MinMaxSliderAttribute(float min, float max) + { + this.min = min; + this.max = max; + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Attributes/MinMaxSliderAttribute.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Attributes/MinMaxSliderAttribute.cs.meta new file mode 100644 index 00000000000..bb50f13d36e --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Attributes/MinMaxSliderAttribute.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: bddc2c3c9675f9945acfdfc2dd2a4702 \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomButton.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomButton.cs new file mode 100644 index 00000000000..25a94e1b60e --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomButton.cs @@ -0,0 +1,125 @@ +using System; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.Events; +using UnityEngine.EventSystems; + +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.Events; +using UnityEditor.SceneManagement; +#endif + +namespace Unity.UI.Shaders.Sample +{ + /// + /// A component that works like a implementing to update the when + /// is called. + /// Implemented as a . + /// + [AddComponentMenu("UI/ShaderGraph Samples/Button")] + public class CustomButton : Selectable, IPointerClickHandler, ISubmitHandler /*Button*/, IMaterialModifier + { + public UnityEvent onClick; + public UnityEvent onStateChanged; + + private static readonly string _statePropertyName = "_State"; + + private Material _material; + + private int? _statePropertyId; + private int StatePropertyId + { + get + { + if (!_statePropertyId.HasValue) + _statePropertyId = Shader.PropertyToID(_statePropertyName); + return _statePropertyId.Value; + } + } + + private Graphic _graphic; + public Graphic Graphic + { + get + { + if (_graphic == null) + _graphic = GetComponent(); + return _graphic; + } + } + +#if UNITY_EDITOR + [SerializeField, HideInInspector] Material defaultMaterial; + + protected internal void AssignDefaultMaterial() + { + if (defaultMaterial != null) + Graphic.material = defaultMaterial; + } + + protected override void Reset() + { + base.Reset(); + + // we don't need a transition by default + transition = Transition.None; + } +#endif + + protected override void DoStateTransition(SelectionState state, bool instant) + { + base.DoStateTransition(state, instant); + onStateChanged?.Invoke((int)state); + Graphic.SetMaterialDirty(); + } + + void Click() + { + if (IsActive() && IsInteractable()) + onClick?.Invoke(); + } + + public void OnPointerClick(PointerEventData eventData) + { + if (eventData.button != PointerEventData.InputButton.Left) + return; + Click(); + } + + public void OnSubmit(BaseEventData eventData) + { + Click(); + } + + public virtual Material GetModifiedMaterial(Material baseMaterial) + { + _material = new Material(baseMaterial); + + _material.SetFloat(StatePropertyId, (int)currentSelectionState); + + return _material; + } + +#if UNITY_EDITOR + [MenuItem("GameObject/UI/ShaderGraph Samples/Button", false, 30)] + static void CreateButtonGameObject(MenuCommand command) + { + GameObject go = ObjectFactory.CreateGameObject("SG Button", new Type[] { typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(CustomButton) }); + StageUtility.PlaceGameObjectInCurrentStage(go); + go.GetComponent().AssignDefaultMaterial(); + + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + + GameObject contextObject = command.context as GameObject; + if (contextObject != null) + { + GameObjectUtility.SetParentAndAlign(go, contextObject); + Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name); + } + + Selection.activeGameObject = go; + } +#endif + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomButton.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomButton.cs.meta new file mode 100644 index 00000000000..5e2433053dd --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomButton.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 457b592a913195e4b8cb0804abbe40de +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - m_TargetGraphic: {instanceID: 0} + - defaultMaterial: {fileID: -876546973899608171, guid: 9166601a958188e4caa2b1418d72baaf, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomSlider.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomSlider.cs new file mode 100644 index 00000000000..5212c9c59df --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomSlider.cs @@ -0,0 +1,306 @@ +using System; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.SceneManagement; +#endif + +namespace Unity.UI.Shaders.Sample +{ + /// + /// A custom Slider. + /// Unlike a , this uses only a single RectTransform. + /// + [AddComponentMenu("UI/ShaderGraph Samples/Slider")] + [RequireComponent(typeof(Graphic))] + [DisallowMultipleComponent] + public class CustomSlider : Selectable, IDragHandler, IInitializePotentialDragHandler, IMaterialModifier + { + public enum Direction { LeftToRight, RightToLeft, BottomToTop, TopToBottom } + + static Vector2 FromDirection(Direction direction) => direction switch + { + Direction.LeftToRight => Vector2.right, + Direction.RightToLeft => Vector2.left, + Direction.BottomToTop => Vector2.up, + Direction.TopToBottom => Vector2.down, + _ => Vector2.zero + }; + + [SerializeField] Direction _direction; + [SerializeField, Range(0f, 1f)] float _value = 0.5f; + + public UnityEvent onStateChanged; + public UnityEvent onValueChanged; + + private static readonly string _statePropertyName = "_State"; + private static readonly string _sliderValuePropertyName = "_SliderValue"; + + private Material _material; + float stepSize = 0.1f; + Vector2 _rangeOffset = Vector2.zero; + + public Direction direction => _direction; + + private int? _statePropertyId, _sliderValuePropertyId; + private int StatePropertyId + { + get + { + if (!_statePropertyId.HasValue) + _statePropertyId = Shader.PropertyToID(_statePropertyName); + return _statePropertyId.Value; + } + } + + private int SliderValuePropertyId + { + get + { + if (!_sliderValuePropertyId.HasValue) + _sliderValuePropertyId = Shader.PropertyToID(_sliderValuePropertyName); + return _sliderValuePropertyId.Value; + } + } + + private Graphic _graphic; + public Graphic Graphic + { + get + { + if (_graphic == null) + _graphic = GetComponent(); + return _graphic; + } + } + + private Canvas RootCanvas => Graphic.canvas.rootCanvas; + + private RectTransform rectTransform => Graphic.rectTransform; + + public float Value + { + get => _value; + private set + { + _value = value; + Graphic.SetMaterialDirty(); + onValueChanged?.Invoke(value); + } + } + + Vector2 DirectionVector => FromDirection(direction); + + Vector3 Vector => new Vector3(Value, DirectionVector.x, DirectionVector.y); + + +#if UNITY_EDITOR + [SerializeField, HideInInspector] Material defaultMaterial; + + protected internal void AssignDefaultMaterial() + { + if (defaultMaterial != null) + Graphic.material = defaultMaterial; + } + + protected override void Reset() + { + base.Reset(); + // we don't need a transition by default + transition = Transition.None; + Value = _value; + } + + protected override void OnValidate() + { + base.OnValidate(); + + //Graphic.SetMaterialDirty(); // this makes the Editor hick up when changing the value + // So instead, we just change the material, but if another IMaterialModifier was added after this, + // this will have no visible effect. + if (_material != null && _material.HasVector(SliderValuePropertyId)) + _material.SetVector(SliderValuePropertyId, Vector); + } +#endif + + protected override void DoStateTransition(SelectionState state, bool instant) + { + base.DoStateTransition(state, instant); + onStateChanged?.Invoke((int)state); + Graphic.SetMaterialDirty(); + } + + public virtual Material GetModifiedMaterial(Material baseMaterial) + { + _material = new Material(baseMaterial); + + _material.SetFloat(StatePropertyId, (int)currentSelectionState); + _material.SetVector(SliderValuePropertyId, Vector); + + return _material; + } + + /// + /// + /// + void UpdateDrag(PointerEventData eventData, Camera cam) + { + if (!RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, eventData.position, cam, out Vector2 localPoint)) + { + Debug.LogWarning("missed!?"); + return; + } + + float pivot = rectTransform.pivot[(int)axis]; + float size = rectTransform.rect.size[(int)axis]; + (float min, float max) range = (size * -pivot, size * (1 - pivot)); + float val = Mathf.InverseLerp(range.min, range.max, localPoint[(int)axis]); + + Value = reverseValue ? 1 - val : val; + } + + /// + /// + /// + private bool MayDrag(PointerEventData eventData) + { + return IsActive() && IsInteractable() && eventData.button == PointerEventData.InputButton.Left; + } + + public override void OnPointerDown(PointerEventData eventData) + { + if (!MayDrag(eventData)) + return; + + base.OnPointerDown(eventData); + + UpdateDrag(eventData, eventData.pressEventCamera); + } + + public virtual void OnDrag(PointerEventData eventData) + { + if (!MayDrag(eventData)) + return; + UpdateDrag(eventData, eventData.pressEventCamera); + } + + enum Axis + { + Horizontal = 0, + Vertical = 1 + } + + Axis axis { get { return (direction == Direction.LeftToRight || direction == Direction.RightToLeft) ? Axis.Horizontal : Axis.Vertical; } } + bool reverseValue { get { return direction == Direction.RightToLeft || direction == Direction.TopToBottom; } } + + /// + /// See + /// + public override void OnMove(AxisEventData eventData) + { + if (!IsActive() || !IsInteractable()) + { + base.OnMove(eventData); + return; + } + + switch (eventData.moveDir) + { + case MoveDirection.Left: + if (axis == Axis.Horizontal && FindSelectableOnLeft() == null) + Value = reverseValue ? Value + stepSize : Value - stepSize; + else + base.OnMove(eventData); + break; + case MoveDirection.Right: + if (axis == Axis.Horizontal && FindSelectableOnRight() == null) + Value = reverseValue ? Value - stepSize : Value + stepSize; + else + base.OnMove(eventData); + break; + case MoveDirection.Up: + if (axis == Axis.Vertical && FindSelectableOnUp() == null) + Value = reverseValue ? Value - stepSize : Value + stepSize; + else + base.OnMove(eventData); + break; + case MoveDirection.Down: + if (axis == Axis.Vertical && FindSelectableOnDown() == null) + Value = reverseValue ? Value + stepSize : Value - stepSize; + else + base.OnMove(eventData); + break; + } + } + + /// + /// See + /// + public override Selectable FindSelectableOnLeft() + { + if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal) + return null; + return base.FindSelectableOnLeft(); + } + + /// + /// See + /// + public override Selectable FindSelectableOnRight() + { + if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Horizontal) + return null; + return base.FindSelectableOnRight(); + } + + /// + /// See + /// + public override Selectable FindSelectableOnUp() + { + if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Vertical) + return null; + return base.FindSelectableOnUp(); + } + + /// + /// See + /// + public override Selectable FindSelectableOnDown() + { + if (navigation.mode == Navigation.Mode.Automatic && axis == Axis.Vertical) + return null; + return base.FindSelectableOnDown(); + } + + public virtual void OnInitializePotentialDrag(PointerEventData eventData) + { + eventData.useDragThreshold = false; + } + +#if UNITY_EDITOR + [MenuItem("GameObject/UI/ShaderGraph Samples/Slider", false, 30)] + static void CreateToggleGameObject(MenuCommand command) + { + GameObject go = ObjectFactory.CreateGameObject("Slider", new Type[] { typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(RectTransformSize), typeof(CustomSlider) }); + StageUtility.PlaceGameObjectInCurrentStage(go); + go.GetComponent().AssignDefaultMaterial(); + + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + + GameObject contextObject = command.context as GameObject; + if (contextObject != null) + { + GameObjectUtility.SetParentAndAlign(go, contextObject); + Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name); + } + + Selection.activeGameObject = go; + } +#endif + } +} \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomSlider.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomSlider.cs.meta new file mode 100644 index 00000000000..9377331b095 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomSlider.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: fb201a23cacc2a7479c31ac9c37407c5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - m_TargetGraphic: {instanceID: 0} + - defaultMaterial: {fileID: -876546973899608171, guid: de30334590ae15848ad2c227d0913253, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomToggle.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomToggle.cs new file mode 100644 index 00000000000..ed9fe06e9d5 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomToggle.cs @@ -0,0 +1,166 @@ +using System; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.SceneManagement; +#endif + +namespace Unity.UI.Shaders.Sample +{ + /// + /// A custom version of implementing to update the when + /// is called, or when + /// changes. + /// Implemented as a variant of to make it work nicely with . + /// + [AddComponentMenu("UI/ShaderGraph Samples/Toggle")] + [RequireComponent(typeof(Graphic))] + public class CustomToggle : Toggle, IMaterialModifier + { + public UnityEvent onStateChanged; + private static readonly string _isOnPropertyName = "_isOn", _statePropertyName = "_State"; + private Material _material; + + private int? _isOnPropertyId; + private int IsOnPropertyId + { + get + { + if (!_isOnPropertyId.HasValue) + _isOnPropertyId = Shader.PropertyToID(_isOnPropertyName); + return _isOnPropertyId.Value; + } + } + + private int? _statePropertyId; + private int StatePropertyId + { + get + { + if (!_statePropertyId.HasValue) + _statePropertyId = Shader.PropertyToID(_statePropertyName); + return _statePropertyId.Value; + } + } + + private Graphic _graphic; + public Graphic Graphic + { + get + { + if (_graphic == null) + _graphic = GetComponent(); + return _graphic; + } + } + + protected override void Awake() + { + base.Awake(); + } + +#if UNITY_EDITOR + [SerializeField, HideInInspector] Material defaultMaterial; + + protected internal void AssignDefaultMaterial() + { + if (defaultMaterial != null) + Graphic.material = defaultMaterial; + } + + protected override void Reset() + { + base.Reset(); + // we don't need a transition by default + transition = Transition.None; + } + + protected override void OnValidate() + { + //base.OnValidate(); // not calling base not to trigger DoStateTransition() + if (!PrefabUtility.IsPartOfPrefabAsset(this) && !Application.isPlaying) + CanvasUpdateRegistry.RegisterCanvasElementForLayoutRebuild(this); + + UpdateMaterial(true); + } +#endif + + public void UpdateMaterial(bool findGroupToggles = false) + { + if (group != null) + { + if (findGroupToggles) // only used in Edit mode when ToggleGroup isn't initialized already + { + foreach (var t in FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None)) + if (t.group == group) + t.Graphic.SetMaterialDirty(); + } + else + { + foreach(var t in group.ActiveToggles()) + if (t is CustomToggle customToggle) + customToggle.Graphic.SetMaterialDirty(); + } + } + else + { + Graphic.SetMaterialDirty(); + } + } + + protected override void DoStateTransition(SelectionState state, bool instant) + { + base.DoStateTransition(state, instant); + onStateChanged?.Invoke((int)state); + UpdateMaterial(); + } + + public virtual Material GetModifiedMaterial(Material baseMaterial) + { + _material = new Material(baseMaterial); + + _material.SetFloat(StatePropertyId, (int)currentSelectionState); + + if (_material.HasFloat(IsOnPropertyId)) + _material.SetFloat(IsOnPropertyId, isOn ? 1 : 0); + return _material; + } + + public override void OnPointerClick(PointerEventData eventData) + { + base.OnPointerClick(eventData); + UpdateMaterial(); + } + + public override void OnSubmit(BaseEventData eventData) + { + base.OnSubmit(eventData); + UpdateMaterial(); + } + +#if UNITY_EDITOR + [MenuItem("GameObject/UI/ShaderGraph Samples/Toggle", false, 30)] + static void CreateToggleGameObject(MenuCommand command) + { + GameObject go = ObjectFactory.CreateGameObject("SG Toggle", new Type[] { typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(CustomToggle) }); + StageUtility.PlaceGameObjectInCurrentStage(go); + go.GetComponent().AssignDefaultMaterial(); + + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + + GameObject contextObject = command.context as GameObject; + if (contextObject != null) + { + GameObjectUtility.SetParentAndAlign(go, contextObject); + Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name); + } + + Selection.activeGameObject = go; + } +#endif + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomToggle.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomToggle.cs.meta new file mode 100644 index 00000000000..b59283c1382 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/CustomToggle.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 09b396209d787044689d4233300d5339 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - m_TargetGraphic: {instanceID: 0} + - graphic: {instanceID: 0} + - m_Group: {instanceID: 0} + - defaultMaterial: {fileID: -876546973899608171, guid: 5f95e685c3fcab34cbb2e790a728ed03, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/GraphicColor.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/GraphicColor.cs new file mode 100644 index 00000000000..6e9a443ee1c --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/GraphicColor.cs @@ -0,0 +1,40 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace Unity.UI.Shaders.Sample +{ + /// + /// + /// + [AddComponentMenu("UI/ShaderGraph Samples/Graphic Color")] + [RequireComponent(typeof(Graphic))] + public class GraphicColor : UIBehaviour + { + [SerializeField] Color _normal = Color.white, _highlighted = Color.white, _pressed = Color.white, _selected = Color.white, _disabled = Color.gray; + + Graphic _graphic; + Graphic Graphic + { + get + { + if (_graphic == null) + _graphic = GetComponent(); + return _graphic; + } + } + + public void SetColor(int state) + { + Graphic.color = state switch + { + 0 => _normal, + 1 => _highlighted, + 2 => _pressed, + 3 => _selected, + 4 => _disabled, + _ => _normal, + }; + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/GraphicColor.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/GraphicColor.cs.meta new file mode 100644 index 00000000000..cfc1e4ff305 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/GraphicColor.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7648e529c37fa1f409b74db6c6bbdbb2 \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Meter.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Meter.cs new file mode 100644 index 00000000000..ec334d4102e --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Meter.cs @@ -0,0 +1,129 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.SceneManagement; +#endif + +namespace Unity.UI.Shaders.Sample +{ + /// + /// A simple Meter. + /// + [AddComponentMenu("UI/ShaderGraph Samples/Meter")] + [RequireComponent(typeof(Graphic))] + [DisallowMultipleComponent] + public class Meter : UIBehaviour, IMaterialModifier + { + [SerializeField, Range(0f, 1f)] private float _value = 0.5f; + + private static readonly string _sliderValuePropertyName = "_MeterValue"; + + protected Material _material; + + private int? _meterValuePropertyId; + + private Graphic _graphic; + public Graphic Graphic + { + get + { + if (_graphic == null) + _graphic = GetComponent(); + return _graphic; + } + } + + public float Value + { + get => _value; + set + { + _value = value; + Graphic.SetMaterialDirty(); + } + } + + protected int MeterValuePropertyId + { + get + { + if (!_meterValuePropertyId.HasValue) + _meterValuePropertyId = Shader.PropertyToID(_sliderValuePropertyName); + return _meterValuePropertyId.Value; + } + } + +#if UNITY_EDITOR + [SerializeField, HideInInspector] Material defaultMaterial; + + protected internal void AssignDefaultMaterial() + { + if (defaultMaterial != null) + Graphic.material = defaultMaterial; + } + + protected override void Reset() + { + base.Reset(); + Value = _value; + } + + protected override void OnValidate() + { + base.OnValidate(); + + //Graphic.SetMaterialDirty(); // this makes the Editor hick up when changing the value + // So instead, we just change the material, but if another IMaterialModifier was added after this, + // this will have no visible effect. + if (_material != null && _material.HasFloat(MeterValuePropertyId)) + _material.SetFloat(MeterValuePropertyId, Value); + } +#endif + + protected override void Start() + { + base.Start(); + Value = _value; + } + + protected override void OnDidApplyAnimationProperties() + { + base.OnDidApplyAnimationProperties(); + Value = _value; + } + + public virtual Material GetModifiedMaterial(Material baseMaterial) + { + _material = new Material(baseMaterial); + + if (_material.HasFloat(MeterValuePropertyId)) + _material.SetFloat(MeterValuePropertyId, Value); + + return _material; + } + +#if UNITY_EDITOR + [MenuItem("GameObject/UI/ShaderGraph Samples/Meter", false, 30)] + static void CreateToggleGameObject(MenuCommand command) + { + GameObject go = ObjectFactory.CreateGameObject("Meter", new System.Type[] { typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(RectTransformSize), typeof(Meter) }); + StageUtility.PlaceGameObjectInCurrentStage(go); + go.GetComponent().AssignDefaultMaterial(); + + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + + GameObject contextObject = command.context as GameObject; + if (contextObject != null) + { + GameObjectUtility.SetParentAndAlign(go, contextObject); + Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name); + } + + Selection.activeGameObject = go; + } +#endif + } +} diff --git a/Tests/SRPTests/Packages/com.unity.testing.hdrp/Scripts/Editor/LightBakingBackendSwitcher.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Meter.cs.meta similarity index 52% rename from Tests/SRPTests/Packages/com.unity.testing.hdrp/Scripts/Editor/LightBakingBackendSwitcher.cs.meta rename to Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Meter.cs.meta index 7b71289783b..4948bf09bb7 100644 --- a/Tests/SRPTests/Packages/com.unity.testing.hdrp/Scripts/Editor/LightBakingBackendSwitcher.cs.meta +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Meter.cs.meta @@ -1,9 +1,10 @@ fileFormatVersion: 2 -guid: 0a92b7c0762ea154e9a892599e1c7fe6 +guid: ea0e4892b6614c84bb5a0598a1e20167 MonoImporter: externalObjects: {} serializedVersion: 2 - defaultReferences: [] + defaultReferences: + - defaultMaterial: {fileID: -876546973899608171, guid: 384567c6b4021a441a3ee7156745b2e6, type: 3} executionOrder: 0 icon: {instanceID: 0} userData: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RangeBar.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RangeBar.cs new file mode 100644 index 00000000000..d2ecac51407 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RangeBar.cs @@ -0,0 +1,158 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.EventSystems; + +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.SceneManagement; +#endif + +namespace Unity.UI.Shaders.Sample +{ + /// + /// A simple ProgressBar. + /// Becomes interactable when associated with a + /// + [AddComponentMenu("UI/ShaderGraph Samples/Range Bar")] + [RequireComponent(typeof(Graphic))] + [DisallowMultipleComponent] + public class RangeBar : UIBehaviour, IMaterialModifier + { + public enum Direction { LeftToRight, RightToLeft, BottomToTop, TopToBottom } + + public struct Range + { + public float min, max; + } + + static Vector2 FromDirection(Direction direction) => direction switch + { + Direction.LeftToRight => Vector2.right, + Direction.RightToLeft => Vector2.left, + Direction.BottomToTop => Vector2.up, + Direction.TopToBottom => Vector2.down, + _ => Vector2.zero + }; + + [SerializeField, MinMaxSlider(0f, 1f)] private Vector2 _value = Vector2.up; + [SerializeField] Direction _direction; + + private static readonly string _rangeBarValuePropertyName = "_RangeBarValue"; + + protected Material _material; + + private int? _rangeBarValuePropertyId; + + public Direction direction => _direction; + + private Graphic _graphic; + public Graphic Graphic + { + get + { + if (_graphic == null) + _graphic = GetComponent(); + return _graphic; + } + } + + public Vector2 Value + { + get => _value; + set + { + _value.x = Mathf.Clamp01(value.x); + _value.y = Mathf.Clamp01(value.y); + _value.y = _value.y > _value.x ? _value.y : _value.x; + Graphic.SetMaterialDirty(); + } + } + + public float Min { get => Value.x; set => Value = new Vector2(value, Value.y); } + public float Max { get => Value.y; set => Value = new Vector2(Value.x, value); } + + Vector2 DirectionVector => FromDirection(direction); + + Vector4 Vector => new Vector4(Value.x, Value.y, DirectionVector.x, DirectionVector.y); + + protected int RangeBarValuePropertyId + { + get + { + if (!_rangeBarValuePropertyId.HasValue) + _rangeBarValuePropertyId = Shader.PropertyToID(_rangeBarValuePropertyName); + return _rangeBarValuePropertyId.Value; + } + } + +#if UNITY_EDITOR + [SerializeField, HideInInspector] Material defaultMaterial; + + protected internal void AssignDefaultMaterial() + { + if (defaultMaterial != null) + Graphic.material = defaultMaterial; + } + + protected override void Reset() + { + base.Reset(); + Value = _value; + } + + protected override void OnValidate() + { + base.OnValidate(); + + //Graphic.SetMaterialDirty(); // this makes the Editor hick up when changing the value + // So instead, we just change the material, but if another IMaterialModifier was added after this, + // this will have no visible effect. + if (_material != null && _material.HasVector(RangeBarValuePropertyId)) + _material.SetVector(RangeBarValuePropertyId, Vector); + } +#endif + + protected override void Start() + { + base.Start(); + Value = _value; + } + + protected override void OnDidApplyAnimationProperties() + { + base.OnDidApplyAnimationProperties(); + Value = _value; + } + + public virtual Material GetModifiedMaterial(Material baseMaterial) + { + _material = new Material(baseMaterial); + + if (_material.HasVector(RangeBarValuePropertyId)) + _material.SetVector(RangeBarValuePropertyId, Vector); + + return _material; + } + +#if UNITY_EDITOR + [MenuItem("GameObject/UI/ShaderGraph Samples/Range Bar", false, 30)] + static void CreateToggleGameObject(MenuCommand command) + { + GameObject go = ObjectFactory.CreateGameObject("Range Bar", new System.Type[] { typeof(RectTransform), typeof(CanvasRenderer), typeof(Image), typeof(RectTransformSize), typeof(RangeBar) }); + StageUtility.PlaceGameObjectInCurrentStage(go); + go.GetComponent().AssignDefaultMaterial(); + + Undo.RegisterCreatedObjectUndo(go, "Create " + go.name); + + GameObject contextObject = command.context as GameObject; + if (contextObject != null) + { + GameObjectUtility.SetParentAndAlign(go, contextObject); + Undo.SetTransformParent(go.transform, contextObject.transform, "Parent " + go.name); + } + + Selection.activeGameObject = go; + } +#endif + } +} diff --git a/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeBorderFrame.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RangeBar.cs.meta similarity index 52% rename from Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeBorderFrame.cs.meta rename to Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RangeBar.cs.meta index c7684fba513..4c63fce6f23 100644 --- a/Packages/com.unity.shadergraph/Editor/Drawing/Manipulators/ResizeBorderFrame.cs.meta +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RangeBar.cs.meta @@ -1,9 +1,10 @@ fileFormatVersion: 2 -guid: 1128492b211994d46be4acd2ccac15fb +guid: 33236b32a07827145b40a42b9033672e MonoImporter: externalObjects: {} serializedVersion: 2 - defaultReferences: [] + defaultReferences: + - defaultMaterial: {fileID: -876546973899608171, guid: 671c5a7d7c5e6bc40bbae6edd1955c32, type: 3} executionOrder: 0 icon: {instanceID: 0} userData: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RectTransformSize.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RectTransformSize.cs new file mode 100644 index 00000000000..cca2b012bd1 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RectTransformSize.cs @@ -0,0 +1,124 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +namespace Unity.UI.Shaders.Sample +{ + /// + /// Sets the UI Material's Property to the 's screen size. + /// + [AddComponentMenu("UI/ShaderGraph Samples/RectTransform Size")] + [ExecuteAlways] + [RequireComponent(typeof(RectTransform), typeof(Graphic))] + [DisallowMultipleComponent] + public class RectTransformSize : UIBehaviour, IMaterialModifier + { + private static readonly string _propertyName = "_RectTransformInfo"; + + Material _material; + + private RectTransform _rectTransform; + private RectTransform RectTransform + { + get + { + _rectTransform = _rectTransform != null ? _rectTransform : GetComponent(); + return _rectTransform; + } + } + + private Canvas _rootCanvas; + private Canvas RootCanvas + { + get + { + if (_rootCanvas == null) + _rootCanvas = GetComponentInParent()?.rootCanvas; + return _rootCanvas; + } + } + + private Graphic _graphic; + public Graphic Graphic + { + get + { + if (_graphic == null) + _graphic = GetComponent(); + return _graphic; + } + } + + int? _propertyId; + int PropertyId + { + get + { + if (!_propertyId.HasValue) + _propertyId = Shader.PropertyToID(_propertyName); + return _propertyId.Value; + } + } + + private Vector2 RectSize => RectTransformUtility.PixelAdjustRect(RectTransform, RootCanvas).size; + + private Vector4 RectTransformInfo + { + get + { + Vector4 rectTransformInfo = RectSize; + rectTransformInfo.z = RootCanvas.scaleFactor; + rectTransformInfo.w = RootCanvas.referencePixelsPerUnit; + return rectTransformInfo; + } + } + + protected override void Start() + { + base.Start(); + UpdateMaterial(); + } + +#if UNITY_EDITOR + protected override void Reset() + { + base.Reset(); + UpdateMaterial(); + } + + protected override void OnValidate() + { + base.OnValidate(); + UpdateMaterial(); + } +#endif + + protected override void OnDidApplyAnimationProperties() + { + base.OnDidApplyAnimationProperties(); + UpdateMaterial(); + } + + protected override void OnRectTransformDimensionsChange() + { + base.OnRectTransformDimensionsChange(); + UpdateMaterial(); + } + + [ContextMenu("Update Material")] + public void UpdateMaterial() + { + Graphic.SetMaterialDirty(); + } + + public Material GetModifiedMaterial(Material baseMaterial) + { + _material = new Material(baseMaterial); + + if (_material.HasVector(PropertyId)) + _material.SetVector(PropertyId, RectTransformInfo); + + return _material; + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RectTransformSize.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RectTransformSize.cs.meta new file mode 100644 index 00000000000..f93c6534d38 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/RectTransformSize.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a0fdf6750a7499e4faef09a8cc8ddfde \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Unity.UI.Shaders.Sample.asmdef b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Unity.UI.Shaders.Sample.asmdef new file mode 100644 index 00000000000..0f44d538cd3 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Unity.UI.Shaders.Sample.asmdef @@ -0,0 +1,25 @@ +{ + "name": "Unity.UI.Shaders.Sample", + "rootNamespace": "Unity.UI.Shaders.Sample", + "references": [ + "GUID:2bafac87e7f4b9b418d9448d219b01ab", + "GUID:6055be8ebefd69e48b49212b09b47b2f" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [ + "UGUI" + ], + "versionDefines": [ + { + "name": "com.unity.ugui", + "expression": "", + "define": "UGUI" + } + ], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/CommonAssets/Scripts/Unity.Smoke.GraphicsTests.asmdef.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Unity.UI.Shaders.Sample.asmdef.meta similarity index 76% rename from Tests/SRPTests/Projects/SRP_SmokeTest/Assets/CommonAssets/Scripts/Unity.Smoke.GraphicsTests.asmdef.meta rename to Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Unity.UI.Shaders.Sample.asmdef.meta index 7e60596ee43..f833e23ec34 100644 --- a/Tests/SRPTests/Projects/SRP_SmokeTest/Assets/CommonAssets/Scripts/Unity.Smoke.GraphicsTests.asmdef.meta +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Runtime/Unity.UI.Shaders.Sample.asmdef.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: c06ed9866184fac42b63be5370c9601d +guid: b3f345a8790ef4c419a5d3ea60e9f97d AssemblyDefinitionImporter: externalObjects: {} userData: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Timer.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Timer.cs new file mode 100644 index 00000000000..a8c4a19ecb0 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Timer.cs @@ -0,0 +1,41 @@ +using UnityEngine; +using UnityEngine.Events; + +/// +/// A simple Timer to demonstrate Progress Bars +/// +public class Timer : MonoBehaviour +{ + [SerializeField] float timerMin = 3f, timerMax = 10f; + float timer = 10f; + [SerializeField] bool randomStart; + + public UnityEvent timerEvent; + + float _time = 0; + + public float TheTime + { + get => _time; + set + { + _time = value; + if (_time > 1f) + _time = 0; + timerEvent?.Invoke(_time); + } + } + + private void Start() + { + timer = Random.Range(timerMin, timerMax); + + if (randomStart) + TheTime = Random.Range(0f, 1f); + } + + private void Update() + { + TheTime += Time.deltaTime / timer; + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Timer.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Timer.cs.meta new file mode 100644 index 00000000000..2c7fd242856 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/Scripts/Timer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 79b50977186a90a47b494f47e1537ca5 \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions.meta new file mode 100644 index 00000000000..f5600a00876 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3abc42b06d7732f46b578995c39faba9 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ForceReloadSampleShaderGraphAssets.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ForceReloadSampleShaderGraphAssets.cs new file mode 100644 index 00000000000..348fcb1632e --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ForceReloadSampleShaderGraphAssets.cs @@ -0,0 +1,64 @@ +using System.IO; +using UnityEditor; +using UnityEngine; +using UnityEditor.PackageManager.Requests; +using UnityEditor.PackageManager; + +// As Custom Nodes and Shader Graphs are imported as part of the same samples we need to refresh the assets after nodes have been compiled. +public static class ForceReloadSampleShaderGraphAssets +{ + static readonly string samplesPath = "Assets/Samples/Shader Graph/version/UGUI Shaders"; + static SearchRequest request; + + [InitializeOnLoadMethod] + static void Init() + { + request = Client.Search("com.unity.shadergraph", true); + EditorApplication.update += Progress; + } + + static void Progress() + { + if (!request.IsCompleted) + return; + + var pkgInfo = request.Result; + + if (request.Status == StatusCode.Success && pkgInfo.Length > 0) + { + var pkgVersion = pkgInfo[0].version; + var searchPath = samplesPath.Replace("version", pkgVersion); + var guids = AssetDatabase.FindAssets("t:Shader t:SubGraphAsset", new string[] {searchPath}); + + try + { + AssetDatabase.StartAssetEditing(); + foreach (var guid in guids) + { + var path = AssetDatabase.GUIDToAssetPath(guid); + var ext = Path.GetExtension(path); + if (ext == ".shadergraph" || ext == ".shadersubgraph") + AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport); + } + } + catch (System.Exception e) + { + Debug.LogError($"Error during scripted asset import: {e.Message}"); + } + finally + { + AssetDatabase.StopAssetEditing(); + } + } + + EditorApplication.update -= Progress; + + // self destruction + var thisGuid = AssetDatabase.FindAssets($"t:Script ForceReloadSampleShaderGraphAssets", new string[] {"Assets/Samples/Shader Graph"}); + if (thisGuid.Length > 0) + { + AssetDatabase.DeleteAsset(AssetDatabase.GUIDToAssetPath(thisGuid[0])); + AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport); + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ForceReloadSampleShaderGraphAssets.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ForceReloadSampleShaderGraphAssets.cs.meta new file mode 100644 index 00000000000..bae10ab24fd --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ForceReloadSampleShaderGraphAssets.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b51b32763274e4d45b12638001ad32c8 \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor.meta new file mode 100644 index 00000000000..41a8808f85a --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1d9ff84023eafda4b8e19371e498aaaa +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes.meta new file mode 100644 index 00000000000..38ecd4b2983 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b0c9df719f4b6ba4489cca2083dfe221 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/MeterValueNode.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/MeterValueNode.cs new file mode 100644 index 00000000000..f66015b83b2 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/MeterValueNode.cs @@ -0,0 +1,48 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEditor.Graphing; +using UnityEditor.ShaderGraph.Internal; + +namespace UnityEditor.ShaderGraph +{ + [Title("Input", "UGUI", "Meter Value")] + class MeterValueNode : AbstractMaterialNode, IGeneratesBodyCode + { + public MeterValueNode() + { + name = "Meter Value"; + UpdateNodeAfterDeserialization(); + } + + //public override string documentationURL => NodeUtils.GetDocumentationString("MeterValueNode"); + + public override bool hasPreview => false; + + public sealed override void UpdateNodeAfterDeserialization() + { + var slots = new List(); + MaterialSlot slot0 = new Vector1MaterialSlot(0, "Value", "_MeterValue", SlotType.Output, 0); + AddSlot(slot0); + slots.Add(0); + + RemoveSlotsNameNotMatching(slots, true); + } + + public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) + { + properties.AddShaderProperty(new Vector1ShaderProperty + { + hidden = true, + overrideHLSLDeclaration = true, + hlslDeclarationOverride = HLSLDeclaration.UnityPerMaterial, + value = 0.5f, + overrideReferenceName = "_MeterValue" + }); + } + + public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) + { + sb.AppendLine($"$precision {GetVariableNameForSlot(0)} = _MeterValue;"); + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/MeterValueNode.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/MeterValueNode.cs.meta new file mode 100644 index 00000000000..efcc690d713 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/MeterValueNode.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f1859b9b0672e3f43ba9b864efdcc473 diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RangeBarValueNode.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RangeBarValueNode.cs new file mode 100644 index 00000000000..a65da848459 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RangeBarValueNode.cs @@ -0,0 +1,58 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEditor.Graphing; +using UnityEditor.ShaderGraph.Internal; + +namespace UnityEditor.ShaderGraph +{ + [Title("Input", "UGUI", "RangeBar")] + class RangeBarNode : AbstractMaterialNode, IGeneratesBodyCode + { + public RangeBarNode() + { + name = "RangeBar"; + UpdateNodeAfterDeserialization(); + } + + //public override string documentationURL => NodeUtils.GetDocumentationString("SliderValueNode"); + + public override bool hasPreview => false; + + public sealed override void UpdateNodeAfterDeserialization() + { + var slots = new List(); + MaterialSlot slot0 = new Vector1MaterialSlot(0, "Min", "_RangeValueMin", SlotType.Output, 0); + AddSlot(slot0); + slots.Add(0); + + MaterialSlot slot1 = new Vector1MaterialSlot(1, "Max", "_RangeValueMax", SlotType.Output, 1); + AddSlot(slot1); + slots.Add(1); + + MaterialSlot slot2 = new Vector2MaterialSlot(2, "Direction", "_RangeDirection", SlotType.Output, Vector2.zero); + AddSlot(slot2); + slots.Add(2); + + RemoveSlotsNameNotMatching(slots, true); + } + + public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) + { + properties.AddShaderProperty(new Vector4ShaderProperty + { + hidden = true, + overrideHLSLDeclaration = true, + hlslDeclarationOverride = HLSLDeclaration.UnityPerMaterial, + value = Vector4.zero, + overrideReferenceName = "_RangeBarValue" + }); + } + + public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) + { + sb.AppendLine($"$precision {GetVariableNameForSlot(0)} = _RangeBarValue.x;"); + sb.AppendLine($"$precision {GetVariableNameForSlot(1)} = _RangeBarValue.y;"); + sb.AppendLine($"$precision2 {GetVariableNameForSlot(2)} = _RangeBarValue.zw;"); + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RangeBarValueNode.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RangeBarValueNode.cs.meta new file mode 100644 index 00000000000..465d32eace1 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RangeBarValueNode.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 82221b3f1485d7d43a0bd638a3a5245c diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RectTransformSizeNode.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RectTransformSizeNode.cs new file mode 100644 index 00000000000..4d4d4bd07ee --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RectTransformSizeNode.cs @@ -0,0 +1,66 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEditor.Graphing; +using UnityEditor.ShaderGraph.Internal; + +namespace UnityEditor.ShaderGraph +{ + [Title("Input", "UGUI", "RectTransform Size")] + class RectTransformSizeNode : AbstractMaterialNode, IGeneratesBodyCode + { + [SerializeField] Vector2 previewSize = Vector2.one * 100; + public Vector2 PreviewSize { get => previewSize; set => previewSize = value; } + + [SerializeField] float previewScaleFactor = 1.0f; + public float PreviewScaleFactor { get => previewScaleFactor; set => previewScaleFactor = value; } + + [SerializeField] float previewPixelsPerUnit = 100f; + public float PreviewPixelsPerUnit { get => previewPixelsPerUnit; set => previewPixelsPerUnit = value; } + + public Vector4 PreviewValue => new Vector4(previewSize.x, previewSize.y, previewScaleFactor, previewPixelsPerUnit); + + public RectTransformSizeNode() + { + name = "RectTransform Size"; + UpdateNodeAfterDeserialization(); + } + + //public override string documentationURL => NodeUtils.GetDocumentationString("RectTransformSizeNode"); + + public override bool hasPreview => false; + + public sealed override void UpdateNodeAfterDeserialization() + { + var slots = new List(); + MaterialSlot slot = new Vector2MaterialSlot(0, "Size", "_RectTransformSize", SlotType.Output, PreviewSize); + AddSlot(slot); + slots.Add(0); + MaterialSlot slot1 = new Vector1MaterialSlot(1, "Scale Factor", "_CanvasScaleFactor", SlotType.Output, PreviewScaleFactor); + AddSlot(slot1); + slots.Add(1); + MaterialSlot slot2 = new Vector1MaterialSlot(2, "Pixel Per Unit", "_CanvasPixelPerUnit", SlotType.Output, PreviewPixelsPerUnit); + AddSlot(slot2); + slots.Add(2); + RemoveSlotsNameNotMatching(slots, true); + } + + public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) + { + properties.AddShaderProperty(new Vector4ShaderProperty + { + hidden = true, + overrideHLSLDeclaration = true, + hlslDeclarationOverride = HLSLDeclaration.UnityPerMaterial, + value = PreviewValue, + overrideReferenceName = "_RectTransformInfo" + }); + } + + public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) + { + sb.AppendLine($"$precision2 {GetVariableNameForSlot(0)} = _RectTransformInfo.xy;"); + sb.AppendLine($"$precision {GetVariableNameForSlot(1)} = _RectTransformInfo.z;"); + sb.AppendLine($"$precision {GetVariableNameForSlot(2)} = _RectTransformInfo.w;"); + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RectTransformSizeNode.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RectTransformSizeNode.cs.meta new file mode 100644 index 00000000000..664aa21d610 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/RectTransformSizeNode.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: ecdfa97f80983184d902b9311ebc6d5b diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableBranchNode.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableBranchNode.cs new file mode 100644 index 00000000000..1e7acaf388c --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableBranchNode.cs @@ -0,0 +1,56 @@ +using System.Reflection; + +namespace UnityEditor.ShaderGraph +{ + [Title("Utility", "UGUI", "Selectable State Switch")] + class SelectableBranchNode : CodeFunctionNode + { + public SelectableBranchNode() + { + name = "Selectable State Switch"; + synonyms = new string[] { "switch", "ui", "selectable" }; + } + + protected override MethodInfo GetFunctionToConvert() + { + return GetType().GetMethod("Unity_Switch", BindingFlags.Static | BindingFlags.NonPublic); + } + + static string Unity_Switch( + [Slot(0, Binding.None)] Vector1 State, + [Slot(1, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector Normal, + [Slot(2, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector Highlighted, + [Slot(3, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector Pressed, + [Slot(4, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector Selected, + [Slot(5, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector Disabled, + [Slot(6, Binding.None)] out DynamicDimensionVector Out) + { + return +@" +{ + [branch] switch(State) + { + case 0: + Out = Normal; + break; + case 1: + Out = Highlighted; + break; + case 2: + Out = Pressed; + break; + case 3: + Out = Selected; + break; + case 4: + Out = Disabled; + break; + default: + Out = Normal; + break; + } +} +"; + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableBranchNode.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableBranchNode.cs.meta new file mode 100644 index 00000000000..7cb981537ee --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableBranchNode.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 55796310c1fc60c4da5d8c08a3ca19d7 \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableStateNode.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableStateNode.cs new file mode 100644 index 00000000000..52634a51bc8 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableStateNode.cs @@ -0,0 +1,47 @@ +using System.Collections.Generic; +using UnityEditor.Graphing; +using UnityEditor.ShaderGraph.Internal; + +namespace UnityEditor.ShaderGraph +{ + [Title("Input", "UGUI", "Selectable State")] + class SelectableStateNode : AbstractMaterialNode, IGeneratesBodyCode + { + public SelectableStateNode() + { + name = "Selectable State"; + UpdateNodeAfterDeserialization(); + } + + //public override string documentationURL => NodeUtils.GetDocumentationString("SelectableStateNode"); + + public override bool hasPreview => false; + + public sealed override void UpdateNodeAfterDeserialization() + { + var slots = new List(); + MaterialSlot slot = new Vector1MaterialSlot(0, "State", "_State", SlotType.Output, 0); // 0 = out value + AddSlot(slot); + slots.Add(0); + RemoveSlotsNameNotMatching(slots, true); + } + + public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) + { + properties.AddShaderProperty(new Vector1ShaderProperty + { + floatType = FloatType.Default, + hidden = true, + overrideHLSLDeclaration = true, + hlslDeclarationOverride = HLSLDeclaration.UnityPerMaterial, + value = 0, + overrideReferenceName = "_State" + }); + } + + public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) + { + sb.AppendLine($"$precision {GetVariableNameForSlot(0)} = _State;"); + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableStateNode.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableStateNode.cs.meta new file mode 100644 index 00000000000..86cf0054bad --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SelectableStateNode.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f03eb8a3e922c7b44b563347761bb55d \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SliderValueNode.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SliderValueNode.cs new file mode 100644 index 00000000000..478f3bed73e --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SliderValueNode.cs @@ -0,0 +1,53 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEditor.Graphing; +using UnityEditor.ShaderGraph.Internal; + +namespace UnityEditor.ShaderGraph +{ + [Title("Input", "UGUI", "Slider Value")] + class SliderValueNode : AbstractMaterialNode, IGeneratesBodyCode + { + public SliderValueNode() + { + name = "Slider Value"; + UpdateNodeAfterDeserialization(); + } + + //public override string documentationURL => NodeUtils.GetDocumentationString("SliderValueNode"); + + public override bool hasPreview => false; + + public sealed override void UpdateNodeAfterDeserialization() + { + var slots = new List(); + MaterialSlot slot0 = new Vector1MaterialSlot(0, "Value", "_Value", SlotType.Output, 0); + AddSlot(slot0); + slots.Add(0); + + MaterialSlot slot1 = new Vector2MaterialSlot(1, "Direction", "_Direction", SlotType.Output, Vector2.zero); + AddSlot(slot1); + slots.Add(1); + + RemoveSlotsNameNotMatching(slots, true); + } + + public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) + { + properties.AddShaderProperty(new Vector3ShaderProperty + { + hidden = true, + overrideHLSLDeclaration = true, + hlslDeclarationOverride = HLSLDeclaration.UnityPerMaterial, + value = Vector3.zero, + overrideReferenceName = "_SliderValue" + }); + } + + public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) + { + sb.AppendLine($"$precision {GetVariableNameForSlot(0)} = _SliderValue.x;"); + sb.AppendLine($"$precision2 {GetVariableNameForSlot(1)} = _SliderValue.yz;"); + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SliderValueNode.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SliderValueNode.cs.meta new file mode 100644 index 00000000000..9e9e071723c --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/SliderValueNode.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 51df076ed20fe6e46b25524ec09fd098 diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/ToggleStateNode.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/ToggleStateNode.cs new file mode 100644 index 00000000000..7273151ce88 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/ToggleStateNode.cs @@ -0,0 +1,40 @@ +using System.Collections.Generic; +using UnityEditor.Graphing; +using UnityEditor.Rendering.Fullscreen.ShaderGraph; +using UnityEditor.ShaderGraph.Internal; + +namespace UnityEditor.ShaderGraph +{ + [Title("Input", "UGUI", "Toggle State")] + class ToggleStateNode : AbstractMaterialNode, IGeneratesBodyCode + { + public ToggleStateNode() + { + name = "Toggle State"; + UpdateNodeAfterDeserialization(); + } + + //public override string documentationURL => NodeUtils.GetDocumentationString("ToggleStateNode"); + + public override bool hasPreview => false; + + public sealed override void UpdateNodeAfterDeserialization() + { + var slots = new List(); + MaterialSlot slot = new BooleanMaterialSlot(0, "State", "_isOn", SlotType.Output, false); + AddSlot(slot); + slots.Add(0); + RemoveSlotsNameNotMatching(slots, true); + } + + public override void CollectShaderProperties(PropertyCollector properties, GenerationMode generationMode) + { + properties.AddBoolProperty("_isOn", false, HLSLDeclaration.UnityPerMaterial); + } + + public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode) + { + sb.AppendLine($"$precision {GetVariableNameForSlot(0)} = _isOn;"); + } + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/ToggleStateNode.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/ToggleStateNode.cs.meta new file mode 100644 index 00000000000..0c8ed7c3bb4 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/Nodes/ToggleStateNode.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a35ced0630b8fa5408b1d134506ea456 diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/PropertyDrawers.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/PropertyDrawers.meta new file mode 100644 index 00000000000..791e1c58ed4 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/PropertyDrawers.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0630bbd3d00cea647b0054f791f7aa65 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/PropertyDrawers/RectTransformSizeDrawer.cs b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/PropertyDrawers/RectTransformSizeDrawer.cs new file mode 100644 index 00000000000..cdc8d19e579 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/PropertyDrawers/RectTransformSizeDrawer.cs @@ -0,0 +1,72 @@ +using System; +using System.Reflection; +using UnityEditor.Graphing; +using UnityEditor.ShaderGraph; +using UnityEditor.ShaderGraph.Drawing; +using UnityEditor.ShaderGraph.Drawing.Inspector; +using UnityEngine.UIElements; +using UnityEngine; +using UnityEditor.ShaderGraph.Drawing.Inspector.PropertyDrawers; +using FloatField = UnityEngine.UIElements.FloatField; + +[SGPropertyDrawer(typeof(RectTransformSizeNode))] +public class RectTransformSizeDrawer : IPropertyDrawer, IGetNodePropertyDrawerPropertyData +{ + Action m_setNodesAsDirtyCallback; + Action m_updateNodeViewsCallback; + + public Action inspectorUpdateDelegate { get; set; } + + public void DisposePropertyDrawer() + { + + } + + public VisualElement DrawProperty(PropertyInfo propertyInfo, object actualObject, InspectableAttribute attribute) + { + var node = (RectTransformSizeNode)actualObject; + var propertySheet = new PropertySheet(PropertyDrawerUtils.CreateLabel($"{node.name} Node", 0, FontStyle.Bold)); + PropertyDrawerUtils.AddDefaultNodeProperties(propertySheet, node, m_setNodesAsDirtyCallback, m_updateNodeViewsCallback); + + var previewSizeField = new Vector2Field("Preview Size") { value = node.PreviewSize }; + previewSizeField.RegisterValueChangedCallback(v => + { + m_setNodesAsDirtyCallback?.Invoke(); + node.owner.owner.RegisterCompleteObjectUndo("Change Preview Size"); + node.PreviewSize = v.newValue; + m_updateNodeViewsCallback?.Invoke(); + node.Dirty(ModificationScope.Graph); + }); + propertySheet.Add(previewSizeField); + + var previewScaleFactorField = new FloatField("Preview Scale Factor") { value = node.PreviewScaleFactor }; + previewScaleFactorField.RegisterValueChangedCallback(v => + { + m_setNodesAsDirtyCallback?.Invoke(); + node.owner.owner.RegisterCompleteObjectUndo("Change Preview Scale Factor"); + node.PreviewScaleFactor = v.newValue; + m_updateNodeViewsCallback?.Invoke(); + node.Dirty(ModificationScope.Graph); + }); + propertySheet.Add(previewScaleFactorField); + + var previewPPUField = new FloatField("Preview Pixels Per Units") { value = node.PreviewPixelsPerUnit }; + previewPPUField.RegisterValueChangedCallback(v => + { + m_setNodesAsDirtyCallback?.Invoke(); + node.owner.owner.RegisterCompleteObjectUndo("Change Preview Pixels Per Units"); + node.PreviewPixelsPerUnit = v.newValue; + m_updateNodeViewsCallback?.Invoke(); + node.Dirty(ModificationScope.Graph); + }); + propertySheet.Add(previewPPUField); + + return propertySheet; + } + + public void GetPropertyData(Action setNodesAsDirtyCallback, Action updateNodeViewsCallback) + { + m_setNodesAsDirtyCallback = setNodesAsDirtyCallback; + m_updateNodeViewsCallback = updateNodeViewsCallback; + } +} diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/PropertyDrawers/RectTransformSizeDrawer.cs.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/PropertyDrawers/RectTransformSizeDrawer.cs.meta new file mode 100644 index 00000000000..4d17a97b318 --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/PropertyDrawers/RectTransformSizeDrawer.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: eb497357e5436cd41b4a78271149ccd5 \ No newline at end of file diff --git a/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/ShaderGraph.Editor.asmref b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/ShaderGraph.Editor.asmref new file mode 100644 index 00000000000..6f5b7c2733d --- /dev/null +++ b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/ShaderGraph.Editor.asmref @@ -0,0 +1,3 @@ +{ + "reference": "GUID:be0903cd8e1546f498710afdc59db5eb" +} \ No newline at end of file diff --git a/Tests/SRPTests/Packages/local.code.coverage.references/package.json.meta b/Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/ShaderGraph.Editor.asmref.meta similarity index 56% rename from Tests/SRPTests/Packages/local.code.coverage.references/package.json.meta rename to Packages/com.unity.shadergraph/Samples~/UGUIShaders/ShaderGraphExtensions/ShaderGraph.Editor/ShaderGraph.Editor.asmref.meta 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+ "m_Id": "fbdf75d73fab4ab19d741189db36eefb" + }, + { + "m_Id": "a3a614da9af04ec39f1170d7b782558e" + }, + { + "m_Id": "333d81460a3445b88019a0a6aa388a7e" + }, + { + "m_Id": "a6957c55b3b54f4d9e52907f1ec73825" + }, + { + "m_Id": "940efe1fbe1c4282b6ef117cac6dae02" + } + ], + "m_GroupDatas": [ + { + "m_Id": "d58da93c92c248cba0b083045eaaccbb" } ], - "m_GroupDatas": [], "m_StickyNoteDatas": [], "m_Edges": [ { @@ -185,6 +201,20 @@ "m_SlotId": 2 } }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "333d81460a3445b88019a0a6aa388a7e" + }, + "m_SlotId": 2 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "a6957c55b3b54f4d9e52907f1ec73825" + }, + "m_SlotId": 0 + } + }, { "m_OutputSlot": { "m_Node": { @@ -297,6 +327,48 @@ "m_SlotId": 1 } }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "7b4a6ad1f8f0484ab1a0fa456cce6f1c" + }, + "m_SlotId": 4 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "a3a614da9af04ec39f1170d7b782558e" + }, + "m_SlotId": 1 + } + }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "7b4a6ad1f8f0484ab1a0fa456cce6f1c" + }, + "m_SlotId": 5 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "a3a614da9af04ec39f1170d7b782558e" + }, + "m_SlotId": 2 + } + }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "7b4a6ad1f8f0484ab1a0fa456cce6f1c" + }, + "m_SlotId": 6 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "a3a614da9af04ec39f1170d7b782558e" + }, + "m_SlotId": 3 + } + }, { "m_OutputSlot": { "m_Node": { @@ -328,27 +400,27 @@ { "m_OutputSlot": { "m_Node": { - "m_Id": "a78b467401cb4f2c90ea5876534cb2eb" + "m_Id": "940efe1fbe1c4282b6ef117cac6dae02" }, "m_SlotId": 2 }, "m_InputSlot": { "m_Node": { - "m_Id": "ad59d8af04f34879a7db1f47ac21d918" + "m_Id": "333d81460a3445b88019a0a6aa388a7e" }, - "m_SlotId": 1 + "m_SlotId": 0 } }, { "m_OutputSlot": { "m_Node": { - "m_Id": "ad59d8af04f34879a7db1f47ac21d918" + "m_Id": "a3a614da9af04ec39f1170d7b782558e" }, - "m_SlotId": 3 + "m_SlotId": 0 }, "m_InputSlot": { "m_Node": { - "m_Id": "2c7b5b9152be452e9b7e932fe1aac767" + "m_Id": "940efe1fbe1c4282b6ef117cac6dae02" }, "m_SlotId": 0 } @@ -356,13 +428,13 @@ { "m_OutputSlot": { "m_Node": { - "m_Id": "ad59d8af04f34879a7db1f47ac21d918" + "m_Id": "a3a614da9af04ec39f1170d7b782558e" }, - "m_SlotId": 3 + "m_SlotId": 0 }, "m_InputSlot": { "m_Node": { - "m_Id": "d34a6dac40b643db9cb4e799d2310ac7" + "m_Id": "940efe1fbe1c4282b6ef117cac6dae02" }, "m_SlotId": 1 } @@ -370,27 +442,55 @@ { "m_OutputSlot": { "m_Node": { - "m_Id": "bc90282dda9f4917a7bae0c6aeb470d3" + "m_Id": "a3a614da9af04ec39f1170d7b782558e" }, "m_SlotId": 0 }, "m_InputSlot": { "m_Node": { - "m_Id": "d4a1cb334c16407da0eb7a4d243196cb" + "m_Id": "a6957c55b3b54f4d9e52907f1ec73825" }, - "m_SlotId": 1 + "m_SlotId": 2 } }, { "m_OutputSlot": { + "m_Node": { + "m_Id": "a6957c55b3b54f4d9e52907f1ec73825" + }, + "m_SlotId": 3 + }, + "m_InputSlot": { "m_Node": { "m_Id": "cafe4baf3a264c5f8cf3d57e6b8d567e" }, + "m_SlotId": 0 + } + }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "a78b467401cb4f2c90ea5876534cb2eb" + }, "m_SlotId": 2 }, "m_InputSlot": { "m_Node": { - "m_Id": "d262d084d8a24f75a887851e71acd55c" + "m_Id": "ad59d8af04f34879a7db1f47ac21d918" + }, + "m_SlotId": 1 + } + }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "ad59d8af04f34879a7db1f47ac21d918" + }, + "m_SlotId": 3 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "2c7b5b9152be452e9b7e932fe1aac767" }, "m_SlotId": 0 } @@ -398,13 +498,27 @@ { "m_OutputSlot": { "m_Node": { - "m_Id": "d262d084d8a24f75a887851e71acd55c" + "m_Id": "ad59d8af04f34879a7db1f47ac21d918" + }, + "m_SlotId": 3 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "d34a6dac40b643db9cb4e799d2310ac7" }, "m_SlotId": 1 + } + }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "cafe4baf3a264c5f8cf3d57e6b8d567e" + }, + "m_SlotId": 2 }, "m_InputSlot": { "m_Node": { - "m_Id": "025880703d8641548199db0fbf89c334" + "m_Id": "d262d084d8a24f75a887851e71acd55c" }, "m_SlotId": 0 } @@ -414,11 +528,11 @@ "m_Node": { "m_Id": "d262d084d8a24f75a887851e71acd55c" }, - "m_SlotId": 2 + "m_SlotId": 1 }, "m_InputSlot": { "m_Node": { - "m_Id": "ee7cba1ca7b14dd8a840edaa0eaa988a" + "m_Id": "025880703d8641548199db0fbf89c334" }, "m_SlotId": 0 } @@ -428,11 +542,11 @@ "m_Node": { "m_Id": "d262d084d8a24f75a887851e71acd55c" }, - "m_SlotId": 3 + "m_SlotId": 2 }, "m_InputSlot": { "m_Node": { - "m_Id": "4b7bc34646b04cb7807c181ddfe5eac9" + "m_Id": "ee7cba1ca7b14dd8a840edaa0eaa988a" }, "m_SlotId": 0 } @@ -440,13 +554,13 @@ { "m_OutputSlot": { "m_Node": { - "m_Id": "d4a1cb334c16407da0eb7a4d243196cb" + "m_Id": "d262d084d8a24f75a887851e71acd55c" }, - "m_SlotId": 0 + "m_SlotId": 3 }, "m_InputSlot": { "m_Node": { - "m_Id": "cafe4baf3a264c5f8cf3d57e6b8d567e" + "m_Id": "4b7bc34646b04cb7807c181ddfe5eac9" }, "m_SlotId": 0 } @@ -562,6 +676,20 @@ }, "m_SlotId": 2 } + }, + { + "m_OutputSlot": { + "m_Node": { + "m_Id": "fbdf75d73fab4ab19d741189db36eefb" + }, + "m_SlotId": 0 + }, + "m_InputSlot": { + "m_Node": { + "m_Id": "7b4a6ad1f8f0484ab1a0fa456cce6f1c" + }, + "m_SlotId": 1 + } } ], "m_VertexContext": { @@ -595,23 +723,6 @@ "m_ActiveTargets": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "002f7a37543b4846b92fd8afb6311f3f", - "m_Id": 6, - "m_DisplayName": "B", - "m_SlotType": 1, - "m_Hidden": false, - "m_ShaderOutputName": "B", - "m_StageCapability": 2, - "m_Value": 0.0, - "m_DefaultValue": 0.0, - "m_Labels": [ - "X" - ] -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.MultiplyNode", @@ -674,19 +785,6 @@ "m_Value": false } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Texture2DMaterialSlot", - "m_ObjectId": "0acc6e49c6294c598efc84ee69e9c9dd", - "m_Id": 0, - "m_DisplayName": "Normal Map", - "m_SlotType": 1, - "m_Hidden": false, - "m_ShaderOutputName": "Out", - "m_StageCapability": 3, - "m_BareResource": false -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.MultiplyNode", @@ -726,6 +824,30 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", + "m_ObjectId": "1006650ac09b43d689f0193e9caecf04", + "m_Id": 2, + "m_DisplayName": "False", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "False", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 + } +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -750,6 +872,31 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.UVMaterialSlot", + "m_ObjectId": "12283ba3e0ca466a80accfcb386ddafa", + "m_Id": 2, + "m_DisplayName": "UV", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "UV", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0 + }, + "m_Labels": [ + "X", + "Y" + ], + "m_Channel": 0 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot", @@ -919,6 +1066,19 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.SamplerStateMaterialSlot", + "m_ObjectId": "20180b2172364710aca8c3ba90da06d7", + "m_Id": 3, + "m_DisplayName": "Sampler", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "Sampler", + "m_StageCapability": 3, + "m_BareResource": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot", @@ -1037,25 +1197,49 @@ { "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", - "m_ObjectId": "30661deea6f8424caa25ffae6f1b42be", - "m_Id": 1, - "m_DisplayName": "B", + "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", + "m_ObjectId": "2ce6f03f33974059b1f202ac4d03486a", + "m_Id": 0, + "m_DisplayName": "A", "m_SlotType": 0, "m_Hidden": false, - "m_ShaderOutputName": "B", + "m_ShaderOutputName": "A", "m_StageCapability": 3, "m_Value": { - "e00": 2.0, - "e01": 2.0, - "e02": 2.0, - "e03": 2.0, - "e10": 2.0, - "e11": 2.0, - "e12": 2.0, - "e13": 2.0, - "e20": 2.0, - "e21": 2.0, + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 + } +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", + "m_ObjectId": "30661deea6f8424caa25ffae6f1b42be", + "m_Id": 1, + "m_DisplayName": "B", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "B", + "m_StageCapability": 3, + "m_Value": { + "e00": 2.0, + "e01": 2.0, + "e02": 2.0, + "e03": 2.0, + "e10": 2.0, + "e11": 2.0, + "e12": 2.0, + "e13": 2.0, + "e20": 2.0, + "e21": 2.0, "e22": 2.0, "e23": 2.0, "e30": 2.0, @@ -1083,6 +1267,23 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "309687172c564016b047f7200ae8fbe8", + "m_Id": 4, + "m_DisplayName": "R", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "R", + "m_StageCapability": 2, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [ + "X" + ] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -1109,15 +1310,46 @@ { "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.SamplerStateMaterialSlot", - "m_ObjectId": "322a98a3b4d14d99a9f0730bb0893ba1", - "m_Id": 3, - "m_DisplayName": "Sampler", - "m_SlotType": 0, - "m_Hidden": false, - "m_ShaderOutputName": "Sampler", - "m_StageCapability": 3, - "m_BareResource": false + "m_Type": "UnityEditor.ShaderGraph.ComparisonNode", + "m_ObjectId": "333d81460a3445b88019a0a6aa388a7e", + "m_Group": { + "m_Id": "d58da93c92c248cba0b083045eaaccbb" + }, + "m_Name": "Comparison", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": -832.8001098632813, + "y": -596.800048828125, + "width": 145.60003662109376, + "height": 134.4000244140625 + } + }, + "m_Slots": [ + { + "m_Id": "ac1eef4d63c4466790c7ef9b25b07cd6" + }, + { + "m_Id": "47dcf3e62a634f83b968c5738e48b57b" + }, + { + "m_Id": "8203a6f798b44147b0c0bf993207187c" + } + ], + "synonyms": [ + "equal", + "greater than", + "less than" + ], + "m_Precision": 0, + "m_PreviewExpanded": true, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + }, + "m_ComparisonType": 0 } { @@ -1168,6 +1400,21 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "36936a75dfec44debc15803e7c625e58", + "m_Id": 2, + "m_DisplayName": "Out", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "Out", + "m_StageCapability": 3, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [] +} + { "m_SGVersion": 1, "m_Type": "UnityEditor.ShaderGraph.Internal.Vector3ShaderProperty", @@ -1280,6 +1527,21 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "47dcf3e62a634f83b968c5738e48b57b", + "m_Id": 1, + "m_DisplayName": "B", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "B", + "m_StageCapability": 3, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.MultiplyNode", @@ -1415,6 +1677,38 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "5246029e9cd64f1798e4ae12d0ee1f2c", + "m_Id": 7, + "m_DisplayName": "A", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "A", + "m_StageCapability": 2, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [ + "X" + ] +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "5471c6aca1ff43609297d27872bd2cbb", + "m_Id": 1, + "m_DisplayName": "X", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "X", + "m_StageCapability": 3, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BranchNode", @@ -1568,11 +1862,12 @@ "hlslDeclarationOverride": 0, "m_Hidden": false, "m_Value": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", + "m_SerializedTexture": "", "m_Guid": "" }, "isMainTexture": false, "useTilingAndOffset": false, + "useTexelSize": true, "m_Modifiable": true, "m_DefaultType": 0 } @@ -1697,23 +1992,6 @@ } } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "603de1984c174d249bc0c7e2a71011d8", - "m_Id": 5, - "m_DisplayName": "G", - "m_SlotType": 1, - "m_Hidden": false, - "m_ShaderOutputName": "G", - "m_StageCapability": 2, - "m_Value": 0.0, - "m_DefaultValue": 0.0, - "m_Labels": [ - "X" - ] -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot", @@ -1898,6 +2176,23 @@ "m_Normalize": false } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "706bfcfe5eea4a568c7c1d95d422b24d", + "m_Id": 5, + "m_DisplayName": "G", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "G", + "m_StageCapability": 2, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [ + "X" + ] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot", @@ -1923,14 +2218,14 @@ { "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", - "m_ObjectId": "74a6c3503f9a413ca1986f90835cea76", - "m_Id": 2, - "m_DisplayName": "Out", + "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot", + "m_ObjectId": "71b00b6da2314cba9b46569e2e0ad010", + "m_Id": 0, + "m_DisplayName": "RGBA", "m_SlotType": 1, "m_Hidden": false, - "m_ShaderOutputName": "Out", - "m_StageCapability": 3, + "m_ShaderOutputName": "RGBA", + "m_StageCapability": 2, "m_Value": { "x": 0.0, "y": 0.0, @@ -1942,19 +2237,20 @@ "y": 0.0, "z": 0.0, "w": 0.0 - } + }, + "m_Labels": [] } { "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector4MaterialSlot", - "m_ObjectId": "7b931cc4e0804b6eafdadab298002052", - "m_Id": 0, - "m_DisplayName": "RGBA", + "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", + "m_ObjectId": "74a6c3503f9a413ca1986f90835cea76", + "m_Id": 2, + "m_DisplayName": "Out", "m_SlotType": 1, "m_Hidden": false, - "m_ShaderOutputName": "RGBA", - "m_StageCapability": 2, + "m_ShaderOutputName": "Out", + "m_StageCapability": 3, "m_Value": { "x": 0.0, "y": 0.0, @@ -1966,8 +2262,65 @@ "y": 0.0, "z": 0.0, "w": 0.0 + } +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.SampleTexture2DNode", + "m_ObjectId": "7b4a6ad1f8f0484ab1a0fa456cce6f1c", + "m_Group": { + "m_Id": "" }, - "m_Labels": [] + "m_Name": "Sample Texture 2D", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": -1363.2000732421875, + "y": -576.0000610351563, + "width": 183.199951171875, + "height": 248.00003051757813 + } + }, + "m_Slots": [ + { + "m_Id": "71b00b6da2314cba9b46569e2e0ad010" + }, + { + "m_Id": "309687172c564016b047f7200ae8fbe8" + }, + { + "m_Id": "706bfcfe5eea4a568c7c1d95d422b24d" + }, + { + "m_Id": "98aba4059e5b409ba88cc955334b8afd" + }, + { + "m_Id": "5246029e9cd64f1798e4ae12d0ee1f2c" + }, + { + "m_Id": "dfacbd9183e04017a3e4e1aa6ff41ee3" + }, + { + "m_Id": "12283ba3e0ca466a80accfcb386ddafa" + }, + { + "m_Id": "20180b2172364710aca8c3ba90da06d7" + } + ], + "synonyms": [], + "m_Precision": 0, + "m_PreviewExpanded": false, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + }, + "m_TextureType": 1, + "m_NormalMapSpace": 0, + "m_EnableGlobalMipBias": true, + "m_MipSamplingMode": 0 } { @@ -1998,6 +2351,29 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot", + "m_ObjectId": "7e00fe8dea22473781700594fe0bc78e", + "m_Id": 0, + "m_DisplayName": "Out", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "Out", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 0.0, + "z": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0, + "z": 0.0 + }, + "m_Labels": [] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BooleanMaterialSlot", @@ -2035,6 +2411,19 @@ "m_Value": false } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Texture2DMaterialSlot", + "m_ObjectId": "81561763e93e4eb9a95c5229e88246dd", + "m_Id": 0, + "m_DisplayName": "Normal Map", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "Out", + "m_StageCapability": 3, + "m_BareResource": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BooleanMaterialSlot", @@ -2049,6 +2438,20 @@ "m_DefaultValue": false } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.BooleanMaterialSlot", + "m_ObjectId": "8203a6f798b44147b0c0bf993207187c", + "m_Id": 2, + "m_DisplayName": "Out", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "Out", + "m_StageCapability": 3, + "m_Value": false, + "m_DefaultValue": false +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", @@ -2112,23 +2515,6 @@ "m_Labels": [] } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "84e0d824ec844493ad99fb4e05267c5e", - "m_Id": 4, - "m_DisplayName": "R", - "m_SlotType": 1, - "m_Hidden": false, - "m_ShaderOutputName": "R", - "m_StageCapability": 2, - "m_Value": 0.0, - "m_DefaultValue": 0.0, - "m_Labels": [ - "X" - ] -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -2169,27 +2555,33 @@ { "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Texture2DInputMaterialSlot", - "m_ObjectId": "8782bfd5631a4f4ea13ed637dd1b22bc", - "m_Id": 1, - "m_DisplayName": "Texture", - "m_SlotType": 0, + "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", + "m_ObjectId": "89ed71d7fc264759a9b9a5147408fd23", + "m_Id": 3, + "m_DisplayName": "Out", + "m_SlotType": 1, "m_Hidden": false, - "m_ShaderOutputName": "Texture", + "m_ShaderOutputName": "Out", "m_StageCapability": 3, - "m_BareResource": false, - "m_Texture": { - "m_SerializedTexture": "{\"texture\":{\"instanceID\":0}}", - "m_Guid": "" + "m_Value": { + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 }, - "m_DefaultType": 3 + "m_DefaultValue": { + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 + } } { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", - "m_ObjectId": "89ed71d7fc264759a9b9a5147408fd23", - "m_Id": 3, + "m_ObjectId": "8b05b08875db4904912d204ac0bdc798", + "m_Id": 2, "m_DisplayName": "Out", "m_SlotType": 1, "m_Hidden": false, @@ -2212,8 +2604,8 @@ { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", - "m_ObjectId": "8b05b08875db4904912d204ac0bdc798", - "m_Id": 2, + "m_ObjectId": "8bc91dfcda5b4b418a9266622cb89e39", + "m_Id": 3, "m_DisplayName": "Out", "m_SlotType": 1, "m_Hidden": false, @@ -2381,6 +2773,47 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.DotProductNode", + "m_ObjectId": "940efe1fbe1c4282b6ef117cac6dae02", + "m_Group": { + "m_Id": "d58da93c92c248cba0b083045eaaccbb" + }, + "m_Name": "Dot Product", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": -976.0001220703125, + "y": -652.0000610351563, + "width": 128.00006103515626, + "height": 117.5999755859375 + } + }, + "m_Slots": [ + { + "m_Id": "2ce6f03f33974059b1f202ac4d03486a" + }, + { + "m_Id": "cd867930068842e5a475e43848bbb44a" + }, + { + "m_Id": "36936a75dfec44debc15803e7c625e58" + } + ], + "synonyms": [ + "scalar product" + ], + "m_Precision": 0, + "m_PreviewExpanded": false, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + } +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.Vector3MaterialSlot", @@ -2432,6 +2865,23 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "98aba4059e5b409ba88cc955334b8afd", + "m_Id": 6, + "m_DisplayName": "B", + "m_SlotType": 1, + "m_Hidden": false, + "m_ShaderOutputName": "B", + "m_StageCapability": 2, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [ + "X" + ] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BooleanMaterialSlot", @@ -2454,11 +2904,126 @@ "m_DisplayName": "B", "m_SlotType": 1, "m_Hidden": false, - "m_ShaderOutputName": "B", + "m_ShaderOutputName": "B", + "m_StageCapability": 3, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [] +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector3Node", + "m_ObjectId": "a3a614da9af04ec39f1170d7b782558e", + "m_Group": { + "m_Id": "d58da93c92c248cba0b083045eaaccbb" + }, + "m_Name": "Vector 3", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": -1125.60009765625, + "y": -551.2000732421875, + "width": 128.00006103515626, + "height": 124.80001831054688 + } + }, + "m_Slots": [ + { + "m_Id": "5471c6aca1ff43609297d27872bd2cbb" + }, + { + "m_Id": "b9eafeeabe584b5eb53b026d75af6c46" + }, + { + "m_Id": "a5f446c654c944eca8037d8a394132ac" + }, + { + "m_Id": "7e00fe8dea22473781700594fe0bc78e" + } + ], + "synonyms": [ + "3", + "v3", + "vec3", + "float3" + ], + "m_Precision": 0, + "m_PreviewExpanded": true, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + }, + "m_Value": { + "x": 0.0, + "y": 0.0, + "z": 0.0 + } +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "a5f446c654c944eca8037d8a394132ac", + "m_Id": 3, + "m_DisplayName": "Z", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "Z", "m_StageCapability": 3, "m_Value": 0.0, "m_DefaultValue": 0.0, - "m_Labels": [] + "m_Labels": [ + "Z" + ] +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.BranchNode", + "m_ObjectId": "a6957c55b3b54f4d9e52907f1ec73825", + "m_Group": { + "m_Id": "d58da93c92c248cba0b083045eaaccbb" + }, + "m_Name": "Branch", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": -657.6000366210938, + "y": -520.0000610351563, + "width": 172.00003051757813, + "height": 141.60000610351563 + } + }, + "m_Slots": [ + { + "m_Id": "e34e18b82636427abcb19eeb42b542b7" + }, + { + "m_Id": "e2d5da32ff504ac1a6f46f28b87a68c7" + }, + { + "m_Id": "1006650ac09b43d689f0193e9caecf04" + }, + { + "m_Id": "8bc91dfcda5b4b418a9266622cb89e39" + } + ], + "synonyms": [ + "switch", + "if", + "else" + ], + "m_Precision": 0, + "m_PreviewExpanded": false, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + } } { @@ -2514,6 +3079,21 @@ "m_DefaultValue": false } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "ac1eef4d63c4466790c7ef9b25b07cd6", + "m_Id": 0, + "m_DisplayName": "A", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "A", + "m_StageCapability": 3, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BranchNode", @@ -2703,6 +3283,23 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "b9eafeeabe584b5eb53b026d75af6c46", + "m_Id": 2, + "m_DisplayName": "Y", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "Y", + "m_StageCapability": 3, + "m_Value": 0.0, + "m_DefaultValue": 0.0, + "m_Labels": [ + "Y" + ] +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.BooleanMaterialSlot", @@ -2717,42 +3314,6 @@ "m_DefaultValue": false } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.PropertyNode", - "m_ObjectId": "bc90282dda9f4917a7bae0c6aeb470d3", - "m_Group": { - "m_Id": "" - }, - "m_Name": "Property", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": -796.6666870117188, - "y": -371.9999694824219, - "width": 150.66668701171876, - "height": 34.0 - } - }, - "m_Slots": [ - { - "m_Id": "0acc6e49c6294c598efc84ee69e9c9dd" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": true, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_Property": { - "m_Id": "5b808e0093204fd897a601b2c2a41aa1" - } -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", @@ -2903,19 +3464,26 @@ { "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.Vector1MaterialSlot", - "m_ObjectId": "cecd7886bb03424eb179cdcd9d68ae49", - "m_Id": 7, - "m_DisplayName": "A", - "m_SlotType": 1, + "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", + "m_ObjectId": "cd867930068842e5a475e43848bbb44a", + "m_Id": 1, + "m_DisplayName": "B", + "m_SlotType": 0, "m_Hidden": false, - "m_ShaderOutputName": "A", - "m_StageCapability": 2, - "m_Value": 0.0, - "m_DefaultValue": 0.0, - "m_Labels": [ - "X" - ] + "m_ShaderOutputName": "B", + "m_StageCapability": 3, + "m_Value": { + "x": 0.0, + "y": 1.0, + "z": 0.0, + "w": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0, + "z": 0.0, + "w": 0.0 + } } { @@ -3000,64 +3568,6 @@ "IsFirstSlotValid": true } -{ - "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.SampleTexture2DNode", - "m_ObjectId": "d4a1cb334c16407da0eb7a4d243196cb", - "m_Group": { - "m_Id": "" - }, - "m_Name": "Sample Texture 2D", - "m_DrawState": { - "m_Expanded": true, - "m_Position": { - "serializedVersion": "2", - "x": -639.3331298828125, - "y": -411.5, - "width": 186.66661071777345, - "height": 251.3333282470703 - } - }, - "m_Slots": [ - { - "m_Id": "7b931cc4e0804b6eafdadab298002052" - }, - { - "m_Id": "84e0d824ec844493ad99fb4e05267c5e" - }, - { - "m_Id": "603de1984c174d249bc0c7e2a71011d8" - }, - { - "m_Id": "002f7a37543b4846b92fd8afb6311f3f" - }, - { - "m_Id": "cecd7886bb03424eb179cdcd9d68ae49" - }, - { - "m_Id": "8782bfd5631a4f4ea13ed637dd1b22bc" - }, - { - "m_Id": "e825d5d78e7e41fc8ce09bf1b1701776" - }, - { - "m_Id": "322a98a3b4d14d99a9f0730bb0893ba1" - } - ], - "synonyms": [], - "m_Precision": 0, - "m_PreviewExpanded": false, - "m_DismissedVersion": 0, - "m_PreviewMode": 0, - "m_CustomColors": { - "m_SerializableColors": [] - }, - "m_TextureType": 1, - "m_NormalMapSpace": 0, - "m_EnableGlobalMipBias": true, - "m_MipSamplingMode": 0 -} - { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.DynamicValueMaterialSlot", @@ -3106,6 +3616,17 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.GroupData", + "m_ObjectId": "d58da93c92c248cba0b083045eaaccbb", + "m_Title": "Handle Normal Map (0,0,0) samples due to compression and downsampling", + "m_Position": { + "x": -1151.2000732421875, + "y": -712.0 + } +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.IsFrontFaceNode", @@ -3139,6 +3660,24 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.Texture2DInputMaterialSlot", + "m_ObjectId": "dfacbd9183e04017a3e4e1aa6ff41ee3", + "m_Id": 1, + "m_DisplayName": "Texture", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "Texture", + "m_StageCapability": 3, + "m_BareResource": false, + "m_Texture": { + "m_SerializedTexture": "", + "m_Guid": "" + }, + "m_DefaultType": 3 +} + { "m_SGVersion": 0, "m_Type": "UnityEditor.ShaderGraph.PropertyNode", @@ -3330,27 +3869,40 @@ { "m_SGVersion": 0, - "m_Type": "UnityEditor.ShaderGraph.UVMaterialSlot", - "m_ObjectId": "e825d5d78e7e41fc8ce09bf1b1701776", - "m_Id": 2, - "m_DisplayName": "UV", + "m_Type": "UnityEditor.ShaderGraph.DynamicVectorMaterialSlot", + "m_ObjectId": "e2d5da32ff504ac1a6f46f28b87a68c7", + "m_Id": 1, + "m_DisplayName": "True", "m_SlotType": 0, "m_Hidden": false, - "m_ShaderOutputName": "UV", + "m_ShaderOutputName": "True", "m_StageCapability": 3, "m_Value": { "x": 0.0, - "y": 0.0 + "y": 0.0, + "z": 1.0, + "w": 1.0 }, "m_DefaultValue": { "x": 0.0, - "y": 0.0 - }, - "m_Labels": [ - "X", - "Y" - ], - "m_Channel": 0 + "y": 0.0, + "z": 0.0, + "w": 0.0 + } +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.BooleanMaterialSlot", + "m_ObjectId": "e34e18b82636427abcb19eeb42b542b7", + "m_Id": 0, + "m_DisplayName": "Predicate", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "Predicate", + "m_StageCapability": 3, + "m_Value": false, + "m_DefaultValue": false } { @@ -3596,3 +4148,39 @@ } } +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.PropertyNode", + "m_ObjectId": "fbdf75d73fab4ab19d741189db36eefb", + "m_Group": { + "m_Id": "" + }, + "m_Name": "Property", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": -1524.0001220703125, + "y": -549.6000366210938, + "width": 147.199951171875, + "height": 33.5999755859375 + } + }, + "m_Slots": [ + { + "m_Id": "81561763e93e4eb9a95c5229e88246dd" + } + ], + "synonyms": [], + "m_Precision": 0, + "m_PreviewExpanded": true, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + }, + "m_Property": { + "m_Id": "5b808e0093204fd897a601b2c2a41aa1" + } +} + diff --git a/Packages/com.unity.shadergraph/package.json b/Packages/com.unity.shadergraph/package.json index a7b4d93ec7d..2449d813daa 100644 --- a/Packages/com.unity.shadergraph/package.json +++ b/Packages/com.unity.shadergraph/package.json @@ -1,12 +1,12 @@ { "name": "com.unity.shadergraph", "description": "The Shader Graph package adds a visual Shader editing tool to Unity. You can use this tool to create Shaders in a visual way instead of writing code. Specific render pipelines can implement specific graph features. Currently, both the High Definition Rendering Pipeline and the Universal Rendering Pipeline support Shader Graph.", - "version": "17.0.3", - "unity": "6000.0", + "version": "17.1.0", + "unity": "6000.1", "displayName": "Shader Graph", "dependencies": { - "com.unity.render-pipelines.core": "17.0.3", - "com.unity.searcher": "4.9.2" + "com.unity.render-pipelines.core": "17.1.0", + "com.unity.searcher": "4.9.3" }, "samples": [ { @@ -23,13 +23,24 @@ "displayName": "Feature Examples", "description": "This set of assets provides examples for how to achieve specific features and effects in Shader Graph - such as parallax occlusion mapping, interior cube mapping, vertex animation, various types of UV projection, and more. While not intended to be used directly, these examples should help you learn how to achieve these specific effects in your own shaders.", "path": "Samples~/FeatureExamples", - "dependencies":["com.unity.render-pipelines.core/Samples~/Common","com.unity.shadergraph/Samples~/Common"] + "dependencies": [ + "com.unity.render-pipelines.core/Samples~/Common", + "com.unity.shadergraph/Samples~/Common" + ] }, { "displayName": "Production Ready Shaders", "description": "This sample contains a collection of Shader Graph assets that are ready to be used in production. The collection includes shaders for rocks, decals, water, terrain details, and many more. It also includes post-process examples, weather effects, and shaders that behave similarly to the URP and HDRP Lit shaders.", "path": "Samples~/ProductionReady", - "dependencies":["com.unity.render-pipelines.core/Samples~/Common","com.unity.shadergraph/Samples~/Common"] + "dependencies": [ + "com.unity.render-pipelines.core/Samples~/Common", + "com.unity.shadergraph/Samples~/Common" + ] + }, + { + "displayName": "UGUI Shaders", + "description": "This sample is all about creating 2D UI elements using the Canvas target in HDRP or URP. It provides a set of subgraphs to speed up and simplify the process of creating buttons, widgets, backgrounds, and other UI elements. It also contains examples of how these subgraphs can be used together to create dynamic UI elements that are fast to render and don't require any texture memory.", + "path": "Samples~/UGUIShaders" } ] } \ No newline at end of file diff --git a/Packages/com.unity.visualeffectgraph/CHANGELOG.md b/Packages/com.unity.visualeffectgraph/CHANGELOG.md index d62ab234ef6..88fd3051288 100644 --- a/Packages/com.unity.visualeffectgraph/CHANGELOG.md +++ b/Packages/com.unity.visualeffectgraph/CHANGELOG.md @@ -10,6 +10,139 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. Version Updated The version number for this package has increased due to a version update of a related graphics package. +## [17.0.3] - 2025-02-13 + +This version is compatible with Unity 6000.2.0a1. + +### Changed +- Improved shader source generation performance. +- Improved VFX compilation time by avoiding redundant instanciation of implicit blocks. +- Added a missing button in the VFX template window to quickly install learning templates. +- Optimized the particle attribute layout for a smaller memory footprint. +- Reduced the main thread cost of `VFX.Update` by moving some transform-related operations to other threads. +- Performance optimization on the attributes manager. +- Enable threaded `RenderQueue` extraction for VFX renderers. +- Modified the code generation process to skip creating DXR-related code when ray tracing is not enabled in the output. +- Improved shader generation time by implementing a local include template cache. +- Enabled instancing support for VFX using GPU events. +- Added a missing button in the VFX template window to quickly install learning templates. + +### Fixed +- Incorrect sanitization of SetCustomAttribute when Random was different than Random.Off +- Missing delayed field for Sample Water Surface Operator. +- Unexpected log "Expression graph was marked as dirty after compiling context for UI" while using Custom HLSL based operators. +- Using the same name as a built-in attribute in a custom HLSL function's parameter would lead to a compilation error. +- Creating a Custom HLSL operator with two outputs could prevent the generated shader from compiling +- Fixed VFX particles GBuffer pass with URP Render Graph. +- Particle outputs connected to particle strip systems don't render last particle. +- Fixed an issue when importing old VFX asset in Unity6 using custom attribute with same name as built-in attribute. +- Fixed an issue subgraph blocks did not accept correct types of block based on their suitable context. +- Fixed an issue where CustomRenderTexture could not be used in VFX Graph object fields. +- Fixed a small cursor offset when drawing a rectangle selection. +- Fixed usage of FogNode always returning 1.0 in URP. +- Fixed an argument exception that used Arc Transform in blackboard. +- Fixed arc Shape properties in blackboard not applied in VFXGraph. +- Fixed an issue where reordering properties inside a category were not possible. Also reordering a category could not work if there was properties at the root (with no category) +- Fixed port's label was not be visible when node is collapsed. +- Fixed an exception that could prevent opening a VFX in one specific case. +- Fixed a potential crash that could occur when adding the render node of sleeping systems. +- Fixed an issue where CustomHLSL was incorrectly marking parent assets as dirty. +- Fixed emissive decal when using color attribute for emissive. +- Fixed sprites in Texture Sheet Animation module in HDRP. +- Fixed an issue where direct material modification in VFXRenderer could lead to crashes. +- Fixed a potential memory-intensive strip buffer initialization by moving it to a compute dispatch. + +- Fixed `NullReferenceExpection` happening with disconnected output contexts. +- Fix VFX ray tracing shader errors when using flipbook or when not using the color attribute. +- This PR fix resolves minor issues related to VFX graph content sample package. +- This PR fix resolves minor issues related to VFX graph content sample package. +- This PR fix resolves minor issues related to VFX graph content sample package. +- This PR fix resolves minor issues related to VFX graph content sample package. +- This PR fix resolves minor issues related to VFX graph content sample package. +- This PR fix resolves minor issues related to VFX graph content sample package. +- Fixed an issue where the VFX Graph template window appeared empty when the Terrain Tools package was installed. +- Fixed occasional crashes when modifying exposed properties when in paused play mode. +- Fixed errors that occurred when deleting Integration Update Rotation and Trigger blocks in the VFX Graph. +- Fixed HLSL blocks so that they accept parameters that don't have an `in` attribute. +- Fixed incorrect error message on Custom HLSL. +- Improved CustomHLSL to consider custom HLSL and includes workflow. +- Added support for more HLSL function prototype declaration. +- Resolved a corner case issue where the presence of multiple instances of the same buffer led to a compilation failure. +- A compilation issue occured when declaring a gradient in ShaderGraph blackboard. +- Fixed NullReferenceException when enabling Decal Layers in HDRP. +- Fixed exposed properties reset when editing multiple VFX at the same time on inspector. +- Fixed incorrect source spawnCount. +- Fixed exception when a category color is reset in the node search. +- Fixed a rare crash when destroying a VFX instance during rendering. +- Updated the starter template Description and some default VFX resources. +- Force culling when VFX rendering is disabled. +- VFX Graph VFXOutputEventHandlers Sample now compatible with Cinemachine 3.x. +- Disabled compile menu when authoring subgraphs. +- Fixed the ability to add blocks to subgraph context. +- Fixed some UI elements could overflow their reserved space. +- Fixed "int" type could not be parsed when the access modifier is not specified. +- Fixed unexpected CustomHLSL includes in neighbors contexts. +- Fixed potential exception message in the console when opening any VFX Graph. +- Fixed potential crash when using the Noise Module in a particle system. +- Fixed output properties in subgraphs had misplaced wire connector. +- Fixed a leak while spamming ReInit. +- Fixed compilation error when using the Six-way Lit Output with Adaptive Probe Volumes. +- Custom HLSL can be missing when connected to several contexts. +- Improved how the sleep state is updated for particle systems receiving GPU events. +- Wrong mesh rendered with instancing, when using multi mesh and exposed submesh mask. +- Fixed potential crash and correctness when using a system with multiple Volumetric Fog Outputs. +- Fixed SpawnIndex attribute when using instancing. +- Fixed an exception when trying to create curl noise sub-variant nodes. +- Fixed variadic attributes to not be allowed to be used in custom HLSL code. +- Fixed random texture rendered with instancing when using exposed texture set to None. +- Fixed a crash that occurred when visualizing a VFX preview with raytracing enabled. +- Fixed a potential division by zero in RayBoxIntersection code. +- Fixed an issue where copying or pasting in a different asset in a context with a block that used a custom attribute would lose the custom attribute type and fallback to float. + + +- Fixed missing drag area to change a value for inline float, uint and int operators. +- Fixed several UX issues in the VFX Graph blackboard. +- Fixed copy/pasting a selection from a graph to another when the selection contains multiple times the same property node. +- Fixed compatibility between Flipbook and Vector2 field types. +- Added error feedback in case of incorrect setup of the Position Sequential Circle block. +- Read unexposed shader global properties when using a Shader Graph output. +- Fixed ParticleIndexInStrip, StripIndex, and ParticleCountinStrip attributes when used in quad or mesh outputs (previously all returning 0). +- Fixed rendering unwanted particles when rendering particle strip systems as particles (previously rendering entire capacity). +- Fixed strips with immortal particles disappearing with instancing on. +- Fixed an issue where Convert Output to Output Particle ShaderGraph Octagon or Triangle generates an exception. +- Fixed corrupted graph when a custom type was missing. +- Fixed node search expand/collapse button, which could be blurry, depending on screen DPI setting. +- Fixed sticky note resizing could be broken. +- Fixed a crash that would uccur during the update of a Visual Effect when deleting a used Texture. +- Fixed an issue where strip tangent was not computed correctly when using Shader Graph output. +- Fixed two different HLSL parsing issues with VFX Graph custom HLSL. +- Fixed an issue where Tooltips were not displaying. +- Fixed capacity field in the Particle System Info panel not being refreshed when modifying system capacity. +- Fixed overdraw debug mode of unlit particles in URP. +- Improved Water integration to prevent an unexpected error from dispatch. +- Incorrect sanitization of SetCustomAttribute when Random was different than Random.Off. +- Missing delayed field for Sample Water Surface Operator. +- Unexpected log "Expression graph was marked as dirty after compiling context for UI" while using Custom HLSL based operators. +- Particle outputs connected to particle strip systems don't render last particle. +- Fixed an issue when using the same name as a built-in attribute in a custom HLSL function's parameter would lead to a compilation error. +- Fixed an issue when creating a Custom HLSL operator with two outputs could prevent the generated shader from compiling. +- Fixed an issue with VFX particles GBuffer pass with URP Render Graph. +- Fixed an issue when importing old VFX asset in Unity6 using custom attribute with same name as built-in attribute. +- Subgraph blocks now accept correct types of block based on their suitable context. +- Fixed port's label was not be visible when node is collapsed. +- Fixed an exception that could prevent opening a VFX in one specific case. +- Fixed CustomRenderTexture could not be used in VFX Graph object fields. +- Fixed reordering properties inside a category was not possible anymore. +Also reordering a category could not work if there was properties at the root (with no category) +- Fixed a small cursor offset when drawing a rectangle selection +- This PR fix resolves minor issues related to VFX graph content sample package. +- This PR fix resolves minor issues related to VFX graph content sample package. +- This PR fix resolves minor issues related to VFX graph content sample package. +- Fix emissive decal when using color attribute for emissive. +- Fix NullReferenceExpection happening with disconnected output contexts. +- Fix occasional crashes when modifying exposed properties when in paused play mode +- Fixed VFX Graph template window was empty when the Terrain Tool package is installed + ## [17.0.2] - 2024-04-02 This version is compatible with Unity 6000.0.0b15. diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CustomHLSL.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-CustomHLSL.md index b16d8f88d73..efd79866d9b 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-CustomHLSL.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-CustomHLSL.md @@ -51,10 +51,6 @@ VFX Graph exposes the following macros that you can use to generate random numbe | 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: diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-Orient.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-Orient.md index 75fd55ee2d4..eeb3c2e5af1 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-Orient.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-Orient.md @@ -10,7 +10,7 @@ The **Orient** Block makes particles orient themselves to face a certain way. It Particles orient to face forward towards the camera plane. This mode works for most use cases, however the facing illusion can break sometimes at the edges of the screen. -![](Images/Block-OrientFaceCameraPlane.png) +![A row of downward-facing arrows above a camera and a camera plane. The direction of the arrows all point downwards towards the camera plane.](Images/Block-OrientFaceCameraPlane.png) @@ -18,7 +18,7 @@ Particles orient to face forward towards the camera plane. This mode works for m Particles orient to face forward towards the camera position. Similar to the **Face Camera Plane** mode, however, here particles face towards the camera itself, appearing identical even at the edge of the screen. -![](Images/Block-OrientFaceCameraPosition.png) +![A row of downward-facing arrows above a camera plane and a camera. The direction of the arrows all point to converge towards the camera position.](Images/Block-OrientFaceCameraPosition.png) @@ -26,7 +26,7 @@ Particles orient to face forward towards the camera position. Similar to the **F Particles orient to face towards a specified position. -![](Images/Block-OrientLookAtPosition.gif) +![A row of downward-facing arrows above a camera plane and a camera. A small circle moves between the arrows and camera. The direction of the arrows point towards the circle, and change direction to follow its movement.](Images/Block-OrientLookAtPosition.gif) @@ -34,7 +34,7 @@ Particles orient to face towards a specified position. Particles orient to face towards the nearest point along the direction of an infinite line. -![](Images/Block-OrientLookAtLine.gif) +![A row of downward-facing arrows above a camera plane and a camera. A line between the arrows and the camera is initially horizontal but hinges on a point to swing and become diagonal, before swinging back. As the line swings, the direction of the arrows follow the nearest point on the line it's hinged on.](Images/Block-OrientLookAtLine.gif) @@ -42,11 +42,11 @@ Particles orient to face towards the nearest point along the direction of an inf Particles orient to a custom particle space defined using two specified axes. The first axis is immutable and the Block uses the second axis to derive the third. It then recalculates the second axis to create an orthogonal particle space. -![](Images/Block-OrientAdvancedAxisBuilding.gif) +![Four different modes of axes. 1 is First Axis, represented by a single arrow. 2 is Second Axis, which adds to 1 with a second arrow originating from the same point. 3 is Derive Third Axis, which adds to 2 with a third arrow originating from the same point. 4 is Orthogonalize, which changes the second axis arrow to create an orthogonal space.](Images/Block-OrientAdvancedAxisBuilding.gif) This is an advanced mode and you can use it to create custom orientation behaviors. -![](Images/Block-OrientAdvanced.gif) +![A row of arrows above a camera plane and a camera. For XY, the direction of the arrows point left. For YZ, the direction of the arrows converge towards the center. For ZX, the direction of the arrows converge towards the center.](Images/Block-OrientAdvanced.gif) @@ -54,7 +54,7 @@ This is an advanced mode and you can use it to create custom orientation behavio Particles orient themselves on the specified ‘up’ axis and rotate on it to face the camera. This is useful for effects like grass where the up axis is generally known and particles should rotate on it to face the camera without falling flat if observed from the top. -![](Images/Block-OrientFixedAxis.png) +![A row of upward-facing arrows above a camera plane and a camera. The direction of the arrows point outwards.](Images/Block-OrientFixedAxis.png) @@ -62,7 +62,7 @@ Particles orient themselves on the specified ‘up’ axis and rotate on it to f Particles orient to face forward towards the direction they are moving in based on the **Velocity** attribute. The up axis is set to the velocity, and particles rotate on it to orient themselves to the camera as needed. -![](Images/Block-OrientAlongVelocity.gif) +![A row of arrows above a camera plane and a camera. The arrows point towards the direction they're moving in and rotate to orient themselves to the camera.](Images/Block-OrientAlongVelocity.gif) ## Block compatibility diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Cone).md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Cone).md index 9d8c282d1e5..e04c383a8fe 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Cone).md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-SetPosition(Cone).md @@ -9,7 +9,7 @@ The ArcCone shape adds an arc property to the cone to determine its arc angle, i This Block can calculate the position either from the ArcCone 's **Surface**, **Volume**, or **Thick Surface** where thickness can be relative to the size of the shape, or an absolute value. -This Block also calculates a direction vector based on the calculated position on the shape, and stores it to the [direction attribute](Reference-Attributes.md), based on composition. This direction is equal to the normalized vector from the center of the cone to the calculated position. +This Block also calculates a direction vector based on the calculated position on the shape, and stores it to the [direction attribute](Reference-Attributes.md), based on composition. This direction is equal to the normalized vector from the calculated position to the top of the cone. Note: [Velocity from Direction and Speed](Block-VelocityFromDirectionAndSpeed.md) Blocks can then process the direction attribute. diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-TileWarpPositions.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-TileWarpPositions.md index cb9906f2544..5b40d6239c2 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-TileWarpPositions.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-TileWarpPositions.md @@ -8,7 +8,7 @@ If you move the AABox, this Block warps particles around as the box moves, creat This Block can be useful to create infinitely tiling effects that need to stay close to the camera or the player in an application, such as rain or snow. -![](Images/Block-TileWarpPositionsMain.gif) +![Three different states of an AABox that contains particles. When Tile/Warp is disabled, the particles are not contained to the box. When Tile/Warp is enabled, the particles are contained in the box as they warp to the other side. When moving the AABox around with the Tile/Warp volume, the particles warp as the box moves.](Images/Block-TileWarpPositionsMain.gif) ## Block compatibility diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Block-TriggerEventAlways.md b/Packages/com.unity.visualeffectgraph/Documentation~/Block-TriggerEventAlways.md index 29f035f17a6..2b3fbdec50b 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Block-TriggerEventAlways.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Block-TriggerEventAlways.md @@ -8,7 +8,7 @@ The **Trigger Event Always** Block triggers the continual creation of a specifie You can also use the Trigger Block with various conditions to create more complex spawning behavior. For example: -![](Images/Block-TriggerEventAlwaysExample.png) +![A Visual Effect Graph window which shows the Trigger Event Always Block executing under complex conditions. An Age Over Lifetime Operator returns the age of a particle relative to its lifetime, which uses a Compare Operator to compare if the value is less than 0.1. The connected Branch then outputs 5 when the Predicate is true or 0 when the Predicate is false, which connects to the Trigger Event Always Block inside the Update Particle Context.](Images/Block-TriggerEventAlwaysExample.png) ## Block compatibility diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/ExposedPropertyHelper.md b/Packages/com.unity.visualeffectgraph/Documentation~/ExposedPropertyHelper.md index b77dbc31725..3bc1ad6146d 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/ExposedPropertyHelper.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/ExposedPropertyHelper.md @@ -1,6 +1,7 @@ -
Experimental: This feature is currently experimental and is subject to change in later major versions. To use this feature, enable Experimental Operators/Blocks in the Visual Effects tab of your Project's Preferences.
# Exposed Property class +**Note:** This feature is currently experimental and is subject to change in later major versions. To use this feature, enable **Experimental Operators/Blocks** in the **Visual Effects** tab of your Project's Preferences. + The `ExposedProperty` class is a helper class that stores a property ID based on the property's name. The value that you assign to an `ExposedProperty` is the string name of a Shader property. The class automatically calls the `Shader.PropertyToID(string name)` function with the Shader property name as the parameter and stores the integer ID the function returns. When you use this class in a Property, Event, or EventAttribute method in the [component API](ComponentAPI.md), it implicitly uses this integer. When you want to access a Shader property, you can either use the property's name or its ID. It is often easier to use the name of the property, however it is more efficient to use the property's integer ID. This class is useful because it combines the convenience of using the property name with the efficiency of using the property ID. diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Images/PlayControls.png b/Packages/com.unity.visualeffectgraph/Documentation~/Images/PlayControls.png deleted file mode 100644 index 96795a57b8c..00000000000 Binary files a/Packages/com.unity.visualeffectgraph/Documentation~/Images/PlayControls.png and /dev/null differ diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Images/PropertyGizmosInspector.png b/Packages/com.unity.visualeffectgraph/Documentation~/Images/PropertyGizmosInspector.png deleted file mode 100644 index 989d8468533..00000000000 Binary files a/Packages/com.unity.visualeffectgraph/Documentation~/Images/PropertyGizmosInspector.png and /dev/null differ diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Images/WhatsNew_17_1_Instanced_Explosions.mp4 b/Packages/com.unity.visualeffectgraph/Documentation~/Images/WhatsNew_17_1_Instanced_Explosions.mp4 new file mode 100644 index 00000000000..b8c43878cf3 Binary files /dev/null and b/Packages/com.unity.visualeffectgraph/Documentation~/Images/WhatsNew_17_1_Instanced_Explosions.mp4 differ diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Images/WhatsNew_17_1_Instancing_Marker.png b/Packages/com.unity.visualeffectgraph/Documentation~/Images/WhatsNew_17_1_Instancing_Marker.png new file mode 100644 index 00000000000..3c46219438b Binary files /dev/null and b/Packages/com.unity.visualeffectgraph/Documentation~/Images/WhatsNew_17_1_Instancing_Marker.png differ diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Images/WhatsNew_17_1_VFXLearning_Strips.mp4 b/Packages/com.unity.visualeffectgraph/Documentation~/Images/WhatsNew_17_1_VFXLearning_Strips.mp4 new file mode 100644 index 00000000000..4420fba9697 Binary files /dev/null and b/Packages/com.unity.visualeffectgraph/Documentation~/Images/WhatsNew_17_1_VFXLearning_Strips.mp4 differ diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-PerlinNoise.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-PerlinNoise.md index 9ff7bd65395..483507ad93f 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-PerlinNoise.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-PerlinNoise.md @@ -4,7 +4,7 @@ Menu Path : **Operator > Noise > Perlin Noise** The **Perlin Noise** Operator allows you to specify coordinates to sample a noise value within a specified range in one, two, or three dimensions. Perlin noise is a type of gradient noise which has a good distribution of values which makes it rarer to have similar adjacent values. -![](Images/Operator-PerlinNoiseAnimation.gif) +![Three cubes representing one, two, and three dimensional noise.](Images/Operator-PerlinNoiseAnimation.gif) You can use this Operator to introduce variety to your particle attributes. A common use case is to use each particle’s position as a coordinate to sample the noise to output a new color, velocity, or position value. @@ -19,12 +19,12 @@ You can use this Operator to introduce variety to your particle attributes. A co | **Input** | **Type** | **Description** | | -------------- | ----------------------------- | ------------------------------------------------------------ | -| **Coordinate** | Float
Vector2
Vector3 | The coordinate in the noise field to sample from.
![](Images/Operator-PerlinNoiseCoordinate.gif)
The **Type** changes to match the number of **Dimensions**. | -| **Frequency** | Float | The period in which Unity samples the noise. A higher frequency results in more frequent noise change.
![](Images/Operator-PerlinNoiseFrequency.gif) | -| **Octaves** | Int | The number of layers of noise. More octaves create a more varied look but are also more resource-intensive to calculate.
![](Images/Operator-PerlinNoiseOctaves.gif) | -| **Roughness** | Float | The scaling factor Unity applies to each octave. Unity only uses roughness when **Octaves** is set to a value higher than 1.
![](Images/Operator-PerlinNoiseRoughness.gif) | -| **Lacunarity** | Float | The rate of change of the frequency for each successive octave. A lacunarity value of 1 results in each octave having the same frequency.
![](Images/Operator-PerlinNoiseLacunarity.gif) | -| **Range** | Vector2 | The range within which Unity calculates the noise. The noise stays between the X and Y value you specify here, where X is the minimum and Y is the maximum.
![](Images/Operator-PerlinNoiseRange.gif) | +| **Coordinate** | Float
Vector2
Vector3 | The coordinate in the noise field to sample from.
![A cursor moving across the noise field, showing the different coordinates.](Images/Operator-PerlinNoiseCoordinate.gif)
The **Type** changes to match the number of **Dimensions**. | +| **Frequency** | Float | The period in which Unity samples the noise. A higher frequency results in more frequent noise change.
![As the value of the frequency increases, the noise increases.](Images/Operator-PerlinNoiseFrequency.gif) | +| **Octaves** | Int | The number of layers of noise. More octaves create a more varied look but are also more resource-intensive to calculate.
![As the value of the octaves increases, the noise is more varied.](Images/Operator-PerlinNoiseOctaves.gif) | +| **Roughness** | Float | The scaling factor Unity applies to each octave. Unity only uses roughness when **Octaves** is set to a value higher than 1.
![As the value of the roughness increases, the noise is more visibly detailed.](Images/Operator-PerlinNoiseRoughness.gif) | +| **Lacunarity** | Float | The rate of change of the frequency for each successive octave. A lacunarity value of 1 results in each octave having the same frequency.
![As the value of the lacunarity increases, the noise is more visibly detailed.](Images/Operator-PerlinNoiseLacunarity.gif) | +| **Range** | Vector2 | The range within which Unity calculates the noise. The noise stays between the X and Y value you specify here, where X is the minimum and Y is the maximum.
![As the range increases, the noise is more visible.](Images/Operator-PerlinNoiseRange.gif) | | **Output** | **Type** | **Description** | | --------------- | ----------------------------- | ------------------------------------------------------------ | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SampleBuffer.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SampleBuffer.md index 21f3c1c3339..6a9a7a3e883 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SampleBuffer.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SampleBuffer.md @@ -1,10 +1,10 @@ -# Sample Buffer +# Sample Graphics Buffer -**Menu Path : Operator > Sampling > Sample Buffer** +**Menu Path : Operator > Sampling > Sample Graphics Buffer** -The Sample Buffer Operator enables you to fetch and sample a structured buffer. A structured buffer is a [GraphicsBuffer](https://docs.unity3d.com/ScriptReference/GraphicsBuffer.html) created using the [Structured](https://docs.unity3d.com/ScriptReference/GraphicsBuffer.Target.Structured.html) target. +The Sample Graphics Buffer Operator enables you to fetch and sample a structured buffer. A structured buffer is a [GraphicsBuffer](https://docs.unity3d.com/ScriptReference/GraphicsBuffer.html) created using the [Structured](https://docs.unity3d.com/ScriptReference/GraphicsBuffer.Target.Structured.html) target. ## Operator settings @@ -17,7 +17,7 @@ The Sample Buffer Operator enables you to fetch and sample a structured buffer. | **Input** | **Type** | **Description** | | ---------- | --------------------------------------- | ------------------------------------------------------------ | | **Input** | [Configurable](#operator-configuration) | The structure type. | -| **Buffer** | GraphicsBuffer | The structured buffer to fetch. You can only connect an exposed property to this input port. | +| **Buffer** | Graphics Buffer [property](Properties.md)| The structured buffer to fetch. You can only connect an exposed property to this input port. | | **Index** | uint | The index of the element to fetch. | | **Output** | **Type** | **Description** | @@ -26,32 +26,34 @@ The Sample Buffer Operator enables you to fetch and sample a structured buffer. ## Operator configuration -To view the Operator's configuration, click the **cog** icon in the Operator's header. +To set the struct type, select the cog icon. The available types are: -### Available types -This Operator supports sampling structured buffers that use blittable types. The list of built-in blittable types is: - - float - - int - - uint - - Vector2 - - Vector3 - - Vector4 - - Matrix4x4 +- float +- int +- uint +- Vector2 +- Vector3 +- Vector4 +- Matrix4x4 -You can also declare custom types. To do this, add the `[VFXType]` attribute to a struct, and use the `VFXTypeAttribute.Usage.GraphicsBuffer` type. For example: +### Add a custom type + +To add a custom type to the list, add the `[VFXType(VFXTypeAttribute.Usage.GraphicsBuffer)]` attribute to a struct. For example, the following script adds a **MyCustomData** type: ```c# using UnityEngine; using UnityEngine.VFX; [VFXType(VFXTypeAttribute.Usage.GraphicsBuffer)] -struct CustomData +struct MyCustomData { - public Vector3 color; - public Vector3 position; + public Vector3 myColor; + public Vector3 myPosition; } ``` +After you set a custom type, open the **s** dropdown to display the properties of the struct and connect them to other Operators and [Contexts](Contexts.md). + ## Limitations The Operator has the following limitations: diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SquareWave.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SquareWave.md index e1ee2009d25..7246570961f 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SquareWave.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-SquareWave.md @@ -4,7 +4,7 @@ Menu Path : **Operator > Math > Wave > Square Wave** The Square Wave Operator allows you to generate a value which alternates between a minimum and a maximum value at steady intervals based on a provided input and a set frequency. -![](Images/Operator-SquareWaveAnimation.gif) +![A lower line representing the minimum and a higher line representing the maximum, with a square wave at regular intervals. A blue dot travels across the minimum line of the square wave for a few seconds, then moves to the maximum lines for the same amount of time, before repeating the cycle.](Images/Operator-SquareWaveAnimation.gif) If **Frequency** is set to 1, the blue dot remains at **Min** with an **Input** value from 0 to almost 0.5. Then, with an **Input** value from 0.5 to almost 1, the dot remains at **Max**. After that, the wave repeats. diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-ValueNoise.md b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-ValueNoise.md index b5db7b102c7..eb44c562d0a 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Operator-ValueNoise.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Operator-ValueNoise.md @@ -4,7 +4,7 @@ Menu Path : **Operator > Noise > Value Noise** The **Value Noise** Operator allows you to specify coordinates to sample a noise value within a specified range in one, two, or three dimensions. Value noise uses simple interpolated values, which means that adjacent values are likely to be similar. -![](Images/Operator-ValueNoiseAnimation.gif) +![Three cubes representing one, two, and three dimensional noise.](Images/Operator-ValueNoiseAnimation.gif) You can use this Operator to introduce variety to your particle attributes. A common use case is to sample using each particle’s position as a coordinate to output a new color, velocity, or position value. @@ -19,12 +19,12 @@ You can use this Operator to introduce variety to your particle attributes. A co | **Input** | **Type** | **Description** | | -------------- | ----------------------------- | ------------------------------------------------------------ | -| **Coordinate** | Float
Vector2
Vector3 | The coordinate in the noise field to sample from.
![](Images/Operator-ValueNoiseCoordinate.gif)
The **Type** changes to match the number of **Dimensions**. | -| **Frequency** | Float | The period in which Unity samples the noise. A higher frequency results in more frequent noise change.
![](Images/Operator-ValueNoiseFrequency.gif) | -| **Octaves** | Int | The number of layers of noise. More octaves create a more varied look but are also more resource-intensive to calculate.
![](Images/Operator-ValueNoiseOctaves.gif) | -| **Roughness** | Float | The scaling factor Unity applies to each octave. Unity only uses roughness when **Octaves** is set to a value higher than 1.
![](Images/Operator-ValueNoiseRoughness.gif) | -| **Lacunarity** | Float | The rate of change of the frequency for each successive octave. A lacunarity value of 1 results in each octave having the same frequency.
![](Images/Operator-ValueNoiseLacunarity.gif) | -| **Range** | Vector2 | The range within which Unity calculates the noise. The noise stays between the X and Y value you specify here, where X is the minimum and Y is the maximum.
![](Images/Operator-ValueNoiseRange.gif) | +| **Coordinate** | Float
Vector2
Vector3 | The coordinate in the noise field to sample from.
![A cursor moving across the noise field, showing the different coordinates.](Images/Operator-ValueNoiseCoordinate.gif)
The **Type** changes to match the number of **Dimensions**. | +| **Frequency** | Float | The period in which Unity samples the noise. A higher frequency results in more frequent noise change.
![As the value of the frequency increases, the noise increases.](Images/Operator-ValueNoiseFrequency.gif) | +| **Octaves** | Int | The number of layers of noise. More octaves create a more varied look but are also more resource-intensive to calculate.
![As the value of the octaves increases, the noise is more varied.](Images/Operator-ValueNoiseOctaves.gif) | +| **Roughness** | Float | The scaling factor Unity applies to each octave. Unity only uses roughness when **Octaves** is set to a value higher than 1.
![As the value of the roughness increases, the noise is more visibly detailed.](Images/Operator-ValueNoiseRoughness.gif) | +| **Lacunarity** | Float | The rate of change of the frequency for each successive octave. A lacunarity value of 1 results in each octave having the same frequency.
![As the value of the lacunarity increases, the noise is more visibly detailed.](Images/Operator-ValueNoiseLacunarity.gif) | +| **Range** | Vector2 | The range within which Unity calculates the noise. The noise stays between the X and Y value you specify here, where X is the minimum and Y is the maximum.
![As the range increases, the noise is more visible.](Images/Operator-ValueNoiseRange.gif) | | **Output** | **Type** | **Description** | | --------------- | ----------------------------- | ------------------------------------------------------------ | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/SpawnerCallbacks.md b/Packages/com.unity.visualeffectgraph/Documentation~/SpawnerCallbacks.md index e919399b646..0e4ae290e7b 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/SpawnerCallbacks.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/SpawnerCallbacks.md @@ -1,6 +1,7 @@ -
Experimental: This feature is currently experimental and is subject to change in later major versions. To use this feature, enable Experimental Operators/Blocks in the Visual Effects tab of your Project's Preferences.
# Spawner Callbacks +**Note:** This feature is currently experimental and is subject to change in later major versions. To use this feature, enable **Experimental Operators/Blocks** in the **Visual Effects** tab of your Project's Preferences. + Spawner Callbacks is a C# API that allows you to define custom runtime behavior and create new Blocks for use in Spawn Contexts. Spawner Callbacks allow you to: diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/System-Requirements.md b/Packages/com.unity.visualeffectgraph/Documentation~/System-Requirements.md index 32b809aae1d..edf3f0ebcd2 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/System-Requirements.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/System-Requirements.md @@ -39,7 +39,7 @@ The Visual Effect Graph varies in compatibility between the High Definition Rend The Visual Effect Graph supports the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html) (HDRP) from Unity 2018.3 and is verified for HDRP from Unity 2019.3. The Visual Effect Graph supports every platform that HDRP supports. For information on which platforms this includes, see HDRP's [system requirements](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/System-Requirements.html). -In the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html) (URP) versions 2019.3. to 2021.1, the Visual Effect Graph supports a subset of platforms that URP supports, and only supports unlit particles. +In the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html) (URP) versions 2019.3. to 2021.1, the Visual Effect Graph supports a subset of platforms that URP supports, and only supports unlit particles. **Note**: When you download the HDRP package from the Package Manager, Unity automatically installs the Visual Effect Graph package. diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md b/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md index e8c394b5b7e..065469d6cfb 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md @@ -9,6 +9,7 @@ * [15 / Unity 2023.1](whats-new-15.md) * [16 / Unity 2023.2](whats-new-16.md) * [17 / Unity 2023.3](whats-new-17.md) + * [17.1 / Unity 6.1](whats-new-17-1.md) * [Getting Started](GettingStarted.md) * [Visual Effect Graph Assets](VisualEffectGraphAsset.md) * [Visual Effect Graph Window](VisualEffectGraphWindow.md) diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/VectorFields.md b/Packages/com.unity.visualeffectgraph/Documentation~/VectorFields.md index 449cb814596..1fb79f0d09f 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/VectorFields.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/VectorFields.md @@ -1,6 +1,7 @@ -
Experimental: This feature is currently experimental and is subject to change in later major versions. To use this feature, enable Experimental Operators/Blocks in the Visual Effects tab of your Project's Preferences.
# Vector Fields / Signed Distance Fields +**Note:** This feature is currently experimental and is subject to change in later major versions. To use this feature, enable **Experimental Operators/Blocks** in the **Visual Effects** tab of your Project's Preferences. + Vector Fields and Signed Distance Fields are 3D Fields containing values stored in voxels. These are available as 3D Textures in Visual Effect Graph and can be imported using the Volume File (`.vf`) file format. Volume File is an [Open Source specification](https://github.com/peeweek/VectorFieldFile/blob/master/README.md) that contains basic structure for storing floating point data. Unity automatically imports Volume File files are automatically imported in unity as 3D Textures and can be used in Visual Effect Graph Blocks and Operators that input 3D Textures, such as Vector Field or Signed Distance Field Blocks. diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectComponent.md b/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectComponent.md index 90f848e8ac4..06eb1be13ba 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectComponent.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectComponent.md @@ -69,8 +69,6 @@ To access property values, edit them using the Inspector, use the [C# API](https The Play Controls window displays UI Elements that give you control over the currently selected instance of a Visual Effect. It is displayed in the bottom-right corner of the Scene View, when a Visual Effect Game Object is selected. -![](Images/PlayControls.png) - The play Controls Window displays the following controls: * Stop (Button) : Resets the effect and set its state to paused. @@ -88,4 +86,3 @@ The play Controls Window displays the following controls: You can edit some properties using Gizmos in the scene. In order to enable gizmo editing, click the **Show Property Gizmos** button in the Inspector. Upon enabling property Gizmos, every property that can be edited using Gizmos will display **Edit Gizmo** buttons next to every property that can be edited using gizmos. -![Property Gizmos Inspector](Images/PropertyGizmosInspector.png) diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectGraphWindow.md b/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectGraphWindow.md index 865a3384597..a408d611bac 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectGraphWindow.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/VisualEffectGraphWindow.md @@ -32,14 +32,14 @@ The Visual Effect Graph window Toolbar contains functionality to operate on a Vi | Item | Description | | --------------------- | ------------------------------------------------------------ | -| **Save**
![](Images/save.png) | **Action** : Use this button to save the Visual Effect Graph that is currently open and its subgraphs.
**Dropdown**:

• **Save as…**: Saves the Visual Effect Graph under a specified name and/or location.
• **Show in Inspector**: Focuses the Visual Effect Graph's Asset in the Inspector.| -| **Compile**
![](Images/compile.png) | **Action** : Recompiles the open Visual Effect Graph.
**Dropdown**:

• **Auto Compile**: Automatically compiles the Visual Effect Graph.
• **Auto Reinit**: Automatically reinitializes an attached component when a value changes in the **Spawner** or **Init** contexts.
• **Prewarm Time**: Specifies the duration of the prewarm used with **Auto Reinit**. If the VFX already has a runtime prewarm, it ignores this setting.
•**Runtime Mode**: Forces optimized compilation, even when the editor is open.
• **Shader Debug Symbols**: Forces shader debug symbols generation when Unity compiles the authored VFX asset.
• **Shader Validation**: Forces shader compilation when the effect recompiles, even if no visual effect is visible. This displays the Shader errors in the Scene.| -| **Auto Attach**
![](Images/auto-attach.png) | **Toggle**: Toggles the visibility of the Auto Attachment panel. The **Auto Attachment** panel allows you to attach the open Visual Effect Graph to a GameObject by selecting it in the Hierarchy. Once you have attached the visual effect to a GameObject, it enables the Visual Effect controls in the VFX Control panel and allows you to tweak gizmos in the Scene View.| +| **Save**
![Save section](Images/save.png) | **Action** : Use this button to save the Visual Effect Graph that is currently open and its subgraphs.
**Dropdown**:

• **Save as…**: Saves the Visual Effect Graph under a specified name and/or location.
• **Show in Inspector**: Focuses the Visual Effect Graph's Asset in the Inspector.| +| **Compile**
![Compile section](Images/compile.png) | **Action** : Recompiles the open Visual Effect Graph.
**Dropdown**:

• **Auto Compile**: Automatically compiles the Visual Effect Graph.
• **Auto Reinit**: Automatically reinitializes an attached component when a value changes in the **Spawner** or **Init** contexts.
• **Prewarm Time**: Specifies the duration of the prewarm used with **Auto Reinit**. If the VFX already has a runtime prewarm, it ignores this setting.
•**Runtime Mode**: Forces optimized compilation, even when the editor is open.
• **Shader Debug Symbols**: Forces shader debug symbols generation when Unity compiles the authored VFX asset.
• **Shader Validation**: Forces shader compilation when the effect recompiles, even if no visual effect is visible. This displays the Shader errors in the Scene.| +| **Auto Attach**
![Auto Attach section](Images/auto-attach.png) | **Toggle**: Toggles the visibility of the Auto Attachment panel. The **Auto Attachment** panel allows you to attach the open Visual Effect Graph to a GameObject by selecting it in the Hierarchy. Once you have attached the visual effect to a GameObject, it enables the Visual Effect controls in the VFX Control panel and allows you to tweak gizmos in the Scene View.| | **Lock** | **Toggle**: Toggles lock/unlock for auto attachments. If you set the toggle to unlocked - you can attach the open Visual Effect Graph to a GameObject by selecting items in the Hierarchy. If you set the toggle to locked - The GameObject that is currently attached becomes locked and auto attachments are disabled. The Visual Effect Graph then can not be attached by selecting items in the Hierarchy. You can manually keep the lock and change the attachment in the object picker of the Auto Attach panel.| -| **Blackboard**
![](Images/blackboard.png) | **Toggle**: Toggles the visibility of the **Blackboard Panel**.| -| **VFX Control**
![](Images/vfx-control.png) | **Toggle**: Toggles the visibility of the VFX Control.| -| **Help**
![](Images/help.png) | **Toggle**: Opens the Visual Effect Graph [manual](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest/).

**Dropdown**:

**VFX Graph Additions**: Installs pre-made visual effects and utility operators made with Visual Effect Graph. These include Bonfire, Lightning, Smoke and Sparks effect examples. There are also various operators and Subgraph Blocks:

• **Get Strip Progress**: A subgraph that calculates the progress of a particle in the strip in the range 0 to 1. You can use this to sample curves and gradients to modify the strip based on its progress.

• **Encompass (Point)**: A subgraph that grows the bounds of an AABox to encompass a point.

• **Degrees to Radians and Radians to Degrees**: Subgraphs that help you to convert between radians and degrees within your graph.

**Output Event Helpers**: This version of the Visual Effect Graph introduces new helper scripts to the OutputEvent Helpers sample to help you to set up OutputEvents:

• **Cinemachine Camera Shake**: An Output Event Handler script that triggers a Camera shake through a [Cinemachine Impulse Source](https://docs.unity3d.com/Packages/com.unity.cinemachine@latest/index.html?subfolder=/manual/CinemachineImpulseSourceOverview.html), on a given output event.

• **Play audio**: An Output Event Handler script that plays a single AudioSource on a given output event.

• **Spawn a Prefab**: An Output Event Handler script that spawns Prefabs (managed from a pool) on a given output event. It uses position, angle, scale, and lifetime to position the Prefab and disable it after a delay. To synchronize other values, you can use other scripts inside the Prefab:

• **Change Prefab Light**: An example that demonstrates how to synchronize a light with your effect.

• **Change Prefab RigidBody Velocity**: An example that demonstrates how to synchronize changing the velocity of a RigidBody with your effect.

• **RigidBody**: An Output Event Handler script that applies a force or velocity change to a RigidBody on a given output event.

• **Unity Event**: An Output Event Handler that raises a UnityEvent on a given output event.

• **[VFX Graph Home](https://unity.com/visual-effect-graph)**: Opens the Visual Effect Graph home page.

• **[Forum](https://forum.unity.com/forums/visual-effect-graph.428/)**: Opens a Visual Effect Graph sub-forum.

• **[Github] [Spaceship Demo](https://github.com/Unity-Technologies/SpaceshipDemo)**: Opens a repository of AAA Playable First person demo showcasing effects made with Visual Effect Graph and rendered with the High Definition Render Pipeline.

• **[Github] [VFX Graph Samples](https://github.com/Unity-Technologies/VisualEffectGraph-Samples)**: Opens a repository that contains sample scenes and visual effects made with Visual Effect Graph.| -| **Version Control**
![](Images/version-control.png) | **Action**: When you enable [Version Control](https://docs.unity3d.com/Manual/Versioncontrolintegration.html), these buttons become available. Click the main button to check out the changes you made in the asset file.

**Dropdown**:

• **Get Latest**: Updates the asset file with latest changes from the repository.
• **Submit**: Submits the current state of the asset to the Version Control System.
• **Revert**: Discards the changes you made to the asset.| +| **Blackboard**
![Blackboard section](Images/blackboard.png) | **Toggle**: Toggles the visibility of the **Blackboard Panel**.| +| **VFX Control**
![VFX Control section](Images/vfx-control.png) | **Toggle**: Toggles the visibility of the VFX Control.| +| **Help**
![Help section](Images/help.png) | **Toggle**: Opens the Visual Effect Graph [manual](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest/).

**Dropdown**:

**VFX Graph Additions**: Installs pre-made visual effects and utility operators made with Visual Effect Graph. These include Bonfire, Lightning, Smoke and Sparks effect examples. There are also various operators and Subgraph Blocks:

• **Get Strip Progress**: A subgraph that calculates the progress of a particle in the strip in the range 0 to 1. You can use this to sample curves and gradients to modify the strip based on its progress.

• **Encompass (Point)**: A subgraph that grows the bounds of an AABox to encompass a point.

• **Degrees to Radians and Radians to Degrees**: Subgraphs that help you to convert between radians and degrees within your graph.

**Output Event Helpers**: This version of the Visual Effect Graph introduces new helper scripts to the OutputEvent Helpers sample to help you to set up OutputEvents:

• **Cinemachine Camera Shake**: An Output Event Handler script that triggers a Camera shake through a [Cinemachine Impulse Source](https://docs.unity3d.com/Packages/com.unity.cinemachine@latest/index.html?subfolder=/manual/CinemachineImpulseSourceOverview.html), on a given output event.

• **Play audio**: An Output Event Handler script that plays a single AudioSource on a given output event.

• **Spawn a Prefab**: An Output Event Handler script that spawns Prefabs (managed from a pool) on a given output event. It uses position, angle, scale, and lifetime to position the Prefab and disable it after a delay. To synchronize other values, you can use other scripts inside the Prefab:

• **Change Prefab Light**: An example that demonstrates how to synchronize a light with your effect.

• **Change Prefab RigidBody Velocity**: An example that demonstrates how to synchronize changing the velocity of a RigidBody with your effect.

• **RigidBody**: An Output Event Handler script that applies a force or velocity change to a RigidBody on a given output event.

• **Unity Event**: An Output Event Handler that raises a UnityEvent on a given output event.

• **[VFX Graph Home](https://unity.com/visual-effect-graph)**: Opens the Visual Effect Graph home page.

• **[Forum](https://forum.unity.com/forums/visual-effect-graph.428/)**: Opens a Visual Effect Graph sub-forum.

• **[Github] [Spaceship Demo](https://github.com/Unity-Technologies/SpaceshipDemo)**: Opens a repository of AAA Playable First person demo showcasing effects made with Visual Effect Graph and rendered with the High Definition Render Pipeline.

• **[Github] [VFX Graph Samples](https://github.com/Unity-Technologies/VisualEffectGraph-Samples)**: Opens a repository that contains sample scenes and visual effects made with Visual Effect Graph.| +| **Version Control**
![Version Control section](Images/version-control.png) | **Action**: When you enable [Version Control](https://docs.unity3d.com/Manual/Versioncontrolintegration.html), these buttons become available. Click the main button to check out the changes you made in the asset file.

**Dropdown**:

• **Get Latest**: Updates the asset file with latest changes from the repository.
• **Submit**: Submits the current state of the asset to the Version Control System.
• **Revert**: Discards the changes you made to the asset.| ### Node Workspace diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/performance-debug-panel.md b/Packages/com.unity.visualeffectgraph/Documentation~/performance-debug-panel.md index f9ec1ceb02a..8e39ea73411 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/performance-debug-panel.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/performance-debug-panel.md @@ -20,7 +20,7 @@ The Graph Debug Information panel provides information relative to the entire gr | **Texture Usage** | For each system, lists the textures used along with their dimension and memory size. | | **Heatmap parameter** |
  • GPU Time Threshold (ms): This controls the value, in milliseconds, above which the execution times in the panels will turn red. Adjust this value to easily identify expensive parts for your graph.
  • | -Shortcuts to the **Rendering Debugger** [in URP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/features/rendering-debugger.html) or [in HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/rendering-debugger-window-reference.html) and to the [Unity Profiler](https://docs.unity3d.com/Manual/Profiler.html) are available through the menu on the top-right of the Graph Debug Information panel. +Shortcuts to the **Rendering Debugger** [in URP](https://docs.unity3d.com/Manual/urp/features/rendering-debugger.html) or [in HDRP](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/rendering-debugger-window-reference.html) and to the [Unity Profiler](https://docs.unity3d.com/Manual/Profiler.html) are available through the menu on the top-right of the Graph Debug Information panel. ## Particle System Info The Particle System Info panel is attached to the Initialize Context of each system. This panel provides information relative a specific system. diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/sample-learningTemplates.md b/Packages/com.unity.visualeffectgraph/Documentation~/sample-learningTemplates.md index cf47c281262..b4627b47629 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/sample-learningTemplates.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/sample-learningTemplates.md @@ -13,7 +13,7 @@ This sample content is compatible with both URP and HDRP projects, for VFX Graph To install this sample, first [install the Visual Effect Graph](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.0/manual/GettingStarted.html#installing-visual-effect-graph), then: - 1. Go to **Window > Package Manager.** + 1. Go to **Window** > **Package Management** > **Package Manager**. 1. From the [Package list view](https://docs.unity3d.com/2023.3/Documentation/Manual/upm-ui.html), select **Visual Effect Graph**. 1. If it is not there: diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-window.md b/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-window.md index c32b41b47ac..8ef7e669806 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-window.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/sdf-bake-tool-window.md @@ -8,13 +8,12 @@ To open the SDF Bake Tool window, select **Window** > **Visual Effects** > **Uti In the Unity Editor, in the [Visual Effect Graph window](VisualEffectGraphWindow.md), blocks and operators, such as [Collide With Signed Distance Field](Block-CollideWithSignedDistanceField.md), take an SDF as an input. -![](Images/sdf-update-particle-context.png) - -*A screenshot of the Update Particle context.* +![The Update Particle context.](Images/sdf-update-particle-context.png) +The **Update Particle** context. To create an SDF asset to use in the Unity Editor, you can use the SDF Bake Tool window: -1. Open the SDF Bake Tool window (menu: **Window** > **Visual Effects** > **Utilities** > **SDF Bake Tool**)
    ![](Images/sdf-bake-tool-window.png)
    *The SDF Bake Tool window previewing a Mesh asset and its SDF representation.* +1. Open the SDF Bake Tool window (menu: **Window** > **Visual Effects** > **Utilities** > **SDF Bake Tool**)
    ![The SDF Bake Tool window previewing a Mesh asset and its SDF representation.](Images/sdf-bake-tool-window.png)
    The SDF Bake Tool window previewing a Mesh asset and its SDF representation. 2. Choose an asset to generate an SDF representation for. If you want to generate an SDF to represent a single Mesh asset, set **Model Source** to **Mesh**. If you want to generate an SDF that represents multiple Meshes, set **Model Source** to **Prefab**. This mode generates an SDF that represents the combination of every Mesh in a Prefab's hierarchy. 3. By default, the SDF Bake Tool sets the bounds of the [baking box](sdf-bake-tool.md#baking-box) to be equal to the bounding box of the geometry. To scale the baking box, use **Box Size**. To move the baking box, use **Box Center**. 4. Choose a **Maximal Resolution** for the resulting SDF texture. The **Maximal Resolution** corresponds to the resolution along the longest side of the box. @@ -38,9 +37,9 @@ The SDF Bake Tool window includes default properties, which should suit most use 1. To the right of the window's header, select the **More** menu (⋮). 2. Enable **Advanced Properties**. -![](Images/sdf-bake-tool-additional-properties.png) +![The SDF Bake Tool window and the context menu that includes the advanced properties toggle.](Images/sdf-bake-tool-additional-properties.png) -*The SDF Bake Tool window and the context menu that includes the additional properties toggle.* +The **SDF Bake Tool** window and the context menu that includes the **Advanced Properties** toggle. | **Property** | **Description** | | ----------------------- | ------------------------------------------------------------ | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-14.md b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-14.md index 20bd78b5701..b1595d7a797 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-14.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-14.md @@ -8,19 +8,19 @@ The following is a list of features Unity added to version 14 of the Visual Effe ### Six way smoke -![](Images/VFX-WhatsNew14-2-still.png) +![Different smoke effects.](Images/VFX-WhatsNew14-2-still.png) VFX Graph version 14 includes a new way to light smoke effects. You can now use custom lightmaps exported from third-party software to light your smoke texture. VFX Graph bakes six light directions from these lightmaps and uses them to light the smoke from every direction. ### Boolean ports -![](Images/VFX-WhatsNew14-6.png) +![Boolean ports with Blocks in the VFX Graph window.](Images/VFX-WhatsNew14-6.png) Version 14 includes Boolean ports that you can use to activate or deactivate Blocks depending on logic operations. This feature also includes some implicit casts between numeral types and Booleans. ### 2D Shader Graph support -![](Images/VFX-WhatsNew14-3.png) +![A sprite running across a temple.](Images/VFX-WhatsNew14-3.png) In this version, Visual Effect Graph supports Shader Graph’s 2D sub-targets that you can use to render your particles as sprites. To find the new sub-targets, go to **Create** > **Shader Graph** > **URP**. This feature is only available in the Universal Render Pipeline. @@ -30,13 +30,13 @@ The following is a list of improvements Unity made to the Visual Effect Graph in ### Timeline integration -![](Images/VFX-WhatsNew14-4.gif) +![Unity's Timeline UI.](Images/VFX-WhatsNew14-4.gif) VFX Graph 14 improves the workflow of visual effects in Timeline. You can use the new VFX Animation clip to scrub through and control VFX Graph [Events](Events.md). You can also control how the effect reinitializes and pre-warm the effect. For more information, see [Timeline](Timeline.md). ### Skinned mesh sampling -![](Images/VFX-WhatsNew14-5.gif) +![Sample Skinned Mesh Operator in the VFX Graph window and its output of a person with colourful arrows.](Images/VFX-WhatsNew14-5.gif) In VFX Graph 14 improves aspects of the Skinned Mesh Renderer Sampling based on your feedback in the following ways: diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-15.md b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-15.md index 4b4b0019758..2fbfb6ce817 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-15.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-15.md @@ -20,7 +20,7 @@ To use ray tracing in an HDRP scene, refer to [Getting started with ray tracing] ### Volumetric Fog Output -![](Images/VolumetricFogParticles.gif) +![A scene of a woman statue covered in fog.](Images/VolumetricFogParticles.gif) VFX Graph verision 15.0 adds the [Output Particle HDRP Volumetric Fog](Context-OutputParticleHDRPVolumetricFog.md ) output node which samples [Local Volumetric Fog](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/Local-Volumetric-Fog.html) in the High Definition Render Pipeline (HDRP). diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-17-1.md b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-17-1.md new file mode 100644 index 00000000000..389f171f52f --- /dev/null +++ b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new-17-1.md @@ -0,0 +1,31 @@ +# What's new in version 17.1 / Unity 6.1 + +Visual Effect Graph 17.1 introduces new features and performance improvements, such as instancing support for GPU events and read/write texture support in custom HLSL. + +For a full list of changes and updates in this version, refer to the [Visual Effect Graph changelog](../changelog/CHANGELOG.html). + +## Instancing support for GPU events + +[GPU events](Events#gpu-events) now support instancing, so VFX using GPU events no longer disables instancing by force. This simulates and renders many instances of VFX with GPU events more efficiently as batches. For more information, refer to [instancing](Instancing). + + + +![Marker comparison of VFX instances with VFX instancing enabled and disabled. All the median values for markers are significantly lower with VFX instancing enabled.](Images/WhatsNew_17_1_Instancing_Marker.png) + +## Runtime and compilation optimizations + +VFX Graph now has the following performance optimizations on both the Unity Editor and runtime: + +* Optimized particle data layout for reduced bandwidth usage and smaller memory footprint. +* Improved parallelization in the VFX runtime for faster CPU execution and less computation on the main thread. +* Reduced garbage creation during shader source generation, resulting in faster import and authoring times. + +## Read/write texture support in custom HLSL + +The custom HLSL block and operator now support read/write graphics buffers or textures as input parameters. This allows VFX to write into custom buffers without relying on global bindings. For more information, refer to [Custom HLSL Nodes (block and operator)](CustomHLSL-Common). + +## New examples in Learning Templates + +The Learning Templates sample now includes new examples of the different ways to create particle trails. For more information, refer to [Learning Templates Sample Content](sample-learningTemplates). + + \ No newline at end of file diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/whats-new.md b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new.md index 1a57ea4d3eb..b5602ba2bf4 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/whats-new.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/whats-new.md @@ -11,5 +11,7 @@ The list of pages is as follows: - [14 / Unity 2022.2](whats-new-14.md) - [15 / Unity 2023.1](whats-new-15.md) - [16 / Unity 2023.2](whats-new-16.md) -- [17 / Unity 2023.3](whats-new-17.md) +- [17 / Unity 6](whats-new-17.md) +- [17.1 / Unity 6.1](whats-new-17-1.md) + diff --git a/Packages/com.unity.visualeffectgraph/Editor/Controls/VFXSliderField.cs b/Packages/com.unity.visualeffectgraph/Editor/Controls/VFXSliderField.cs index 23f003d87df..8d90de871cc 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Controls/VFXSliderField.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Controls/VFXSliderField.cs @@ -76,7 +76,7 @@ public float ToScaled(float linearValue) } } - abstract class VFXBaseSliderField : VisualElement, INotifyValueChanged + abstract class VFXBaseSliderField : VisualElement, IVFXNotifyValueChanged { protected readonly Slider m_Slider; protected readonly TextValueField m_Field; @@ -160,6 +160,11 @@ public void SetValueWithoutNotify(T newValue) SetValueWithoutNotify(ValueToFloat(newValue), newValue); } + public void SetValueWithoutNotify(T newValue, bool force) + { + SetValueWithoutNotify(ValueToFloat(newValue), newValue, force); + } + public T value { get => m_Value; diff --git a/Packages/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs b/Packages/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs index c5148cbba60..0fcf1e7e8a6 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Core/VFXLibrary.cs @@ -35,7 +35,11 @@ public Variant(string name, string category, Type modelType, KeyValuePair(); } - public virtual string GetDocumentationLink() => VFXHelpURLAttribute.GetHelpUrl(modelType); + public virtual string GetDocumentationLink() + { + DocumentationUtils.TryGetHelpURL(modelType, out var url); + return url; + } public virtual VFXModel CreateInstance() { diff --git a/Packages/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionContext.cs b/Packages/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionContext.cs index 6b6e6eb16aa..bef95fafc5c 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionContext.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionContext.cs @@ -209,14 +209,14 @@ public void Compile() using (s_CompileExpressionContext.Auto()) { - bool needToPatch = HasAny(VFXExpressionContextOption.GPUDataTransformation | VFXExpressionContextOption.PatchReadToEventAttribute); - var gpuTransformation = needToPatch && Has(VFXExpressionContextOption.GPUDataTransformation); - var spawnEventPath = needToPatch && Has(VFXExpressionContextOption.PatchReadToEventAttribute); - foreach (var exp in m_EndExpressions) - { Compile(exp.Key); - if (needToPatch) + + if (HasAny(VFXExpressionContextOption.GPUDataTransformation | VFXExpressionContextOption.PatchReadToEventAttribute)) + { + var gpuTransformation = Has(VFXExpressionContextOption.GPUDataTransformation); + var spawnEventPath = Has(VFXExpressionContextOption.PatchReadToEventAttribute); + foreach (var exp in m_EndExpressions) m_ReducedCache[exp.Key] = PatchVFXExpression(GetReduced(exp.Key), null /* no source in end expression */, gpuTransformation, spawnEventPath, m_GlobalEventAttribute); } } diff --git a/Packages/com.unity.visualeffectgraph/Editor/FilterPopup/VFXFilterWindow.cs b/Packages/com.unity.visualeffectgraph/Editor/FilterPopup/VFXFilterWindow.cs index 51cff4fc496..bb1b84d4cf2 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/FilterPopup/VFXFilterWindow.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/FilterPopup/VFXFilterWindow.cs @@ -7,6 +7,7 @@ using Unity.UI.Builder; using UnityEditor.UIElements; using UnityEngine; +using UnityEngine.Rendering; using UnityEngine.UIElements; namespace UnityEditor.VFX.UI @@ -492,7 +493,7 @@ private void OnDocumentation() var docLink = descriptor.GetDocumentationLink(); if (!string.IsNullOrEmpty(docLink)) { - Help.BrowseURL(string.Format(docLink, VFXHelpURLAttribute.version)); + Help.BrowseURL(string.Format(docLink, Documentation.version)); } } } diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs index 6314210ce5c..f51cb0f8521 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboard.cs @@ -1225,6 +1225,11 @@ public IEnumerable GetAttributeRowsFromNames(string[] return m_Treeview.Query().Where(x => attributeNames.Any(y => VFXAttributeHelper.IsMatching(y, x.attribute.title, true))).ToList(); } + public void ClearAllAttributesHighlights() + { + m_Treeview.Query().ForEach(r => r.RemoveFromClassList("hovered")); + } + public void OnControllerChanged(ref ControllerChangedEvent e) { switch (e.change) diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardFieldBase.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardFieldBase.cs index dc3a4c6a55b..c71c0eb9daf 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardFieldBase.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Blackboard/VFXBlackboardFieldBase.cs @@ -39,6 +39,11 @@ public override void OnSelected() m_View.blackboard.UpdateSelection(); } + public override void OnUnselected() + { + m_View.blackboard.UpdateSelection(); + } + protected virtual void OnMouseDown(MouseDownEvent evt) { if (evt.clickCount == 2 && evt.button == (int)MouseButton.LeftMouse) diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXDataAnchorController.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXDataAnchorController.cs index 2399497a215..5c0de179f65 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXDataAnchorController.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXDataAnchorController.cs @@ -560,9 +560,9 @@ void IPropertyRMProvider.EndLiveModification() } } - class VFXUpcommingDataAnchorController : VFXDataAnchorController + class VFXUpcomingDataAnchorController : VFXDataAnchorController { - public VFXUpcommingDataAnchorController(VFXNodeController sourceNode, bool hidden) : base(null, sourceNode, hidden) + public VFXUpcomingDataAnchorController(VFXNodeController sourceNode, bool hidden) : base(null, sourceNode, hidden) { } @@ -638,7 +638,7 @@ public override bool CanLink(VFXDataAnchorController controller, CanLinkCache ca if (op == null) return false; - if (controller is VFXUpcommingDataAnchorController) + if (controller is VFXUpcomingDataAnchorController) return false; if (!CanLinkToNode(controller.sourceNode, cache)) diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXOperatorController.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXOperatorController.cs index 56e64a7e35f..73d118fe279 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXOperatorController.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/Controllers/VFXOperatorController.cs @@ -258,14 +258,14 @@ public VFXCascadedOperatorController(VFXOperator model, VFXViewController viewCo { } - VFXUpcommingDataAnchorController m_UpcommingDataAnchor; + VFXUpcomingDataAnchorController m_UpcomingDataAnchor; protected override void NewInputSet(List newInputs) { - if (m_UpcommingDataAnchor == null) + if (m_UpcomingDataAnchor == null) { - m_UpcommingDataAnchor = new VFXUpcommingDataAnchorController(this, false); + m_UpcomingDataAnchor = new VFXUpcomingDataAnchorController(this, false); } - newInputs.Add(m_UpcommingDataAnchor); + newInputs.Add(m_UpcomingDataAnchor); } public override void OnEdgeFromInputGoingToBeRemoved(VFXDataAnchorController myInput) diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXBlockUI.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXBlockUI.cs index 6766e4c4644..827bbc47ce5 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXBlockUI.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXBlockUI.cs @@ -67,10 +67,7 @@ protected override void SelfChange() private void OnDetachFromPanel(DetachFromPanelEvent evt) { var view = evt.originPanel.visualTree.Q(); - if (view != null) - { - UpdateHover(view, false); - } + view?.blackboard?.ClearAllAttributesHighlights(); } private void OnMouseHover(EventBase evt) @@ -93,7 +90,7 @@ private void OnMouseHover(EventBase evt) private void UpdateHover(VFXView view, bool isHovered) { var blackboard = view.blackboard; - if (blackboard == null) + if (blackboard == null || controller.model == null) return; var attributes = controller.model is IVFXAttributeUsage attributeUsage diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXDataAnchor.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXDataAnchor.cs index 82da36ae658..7c4ba30341a 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXDataAnchor.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXDataAnchor.cs @@ -471,7 +471,7 @@ void AddLinkedNode(Variant variant, Vector2 mPos) } // If linking to a new parameter, copy the slot value and space - if (direction == Direction.Input && controller.model != null) //model will be null for upcomming which won't have a value + if (direction == Direction.Input && controller.model != null) //model will be null for upcoming which won't have a value { if (newNodeController is VFXOperatorController) { diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXEdgeDragInfo.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXEdgeDragInfo.cs index a0725d758a2..eef2ca4f544 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXEdgeDragInfo.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Elements/VFXEdgeDragInfo.cs @@ -60,7 +60,13 @@ public void DisplayEdgeDragInfo(VFXDataAnchor draggedAnchor, VFXDataAnchor overA { error = "An edge with the same input and output already exists"; } - else if (!draggedAnchor.controller.model.CanLink(overAnchor.controller.model)) + else if (draggedAnchor.controller is VFXUpcomingDataAnchorController upComingAnchor && upComingAnchor.sourceNode.model.GetBestAffinityType(overAnchor.controller.portType) == null || + overAnchor.controller is VFXUpcomingDataAnchorController upComingAnchor2 && upComingAnchor2.sourceNode.model.GetBestAffinityType(draggedAnchor.controller.portType) == null ) + { + // dragged and over can not both be upcoming because only inputs are allowed to be upcoming and the direction check has already been made. + error = "There is no compatible type between the output and the operator"; + } + else if (draggedAnchor.controller.model != null && overAnchor.controller.model != null && !draggedAnchor.controller.model.CanLink(overAnchor.controller.model)) { error = "The input and output have incompatible types"; } diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Profiling/VFXProfilingBoard.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Profiling/VFXProfilingBoard.cs index 0fa01905756..e580deb044e 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Profiling/VFXProfilingBoard.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Profiling/VFXProfilingBoard.cs @@ -95,6 +95,7 @@ public VFXProfilingBoard(VFXView view) capabilities |= Capabilities.Movable; RegisterCallback(OnMouseClick); + RegisterCallback(e=> e.StopPropagation()); // Prevent graphview from zooming in/out when using the mouse wheel over the component board RegisterCallback(e => e.StopPropagation()); @@ -167,6 +168,7 @@ public override void SetPosition(Rect newPos) void OnMouseClick(MouseDownEvent e) { m_View.SetBoardToFront(this); + e.StopPropagation(); } public void Detach() diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/VFXComponentBoard.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/VFXComponentBoard.cs index 91995775635..5ad19cbe615 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/VFXComponentBoard.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/VFXComponentBoard.cs @@ -194,6 +194,7 @@ public VFXComponentBoard(VFXView view) capabilities |= Capabilities.Movable; RegisterCallback(OnMouseClick); + RegisterCallback(e=>e.StopPropagation()); // Prevent graphview from zooming in/out when using the mouse wheel over the component board RegisterCallback(e => e.StopPropagation()); @@ -230,6 +231,7 @@ public void SetDebugMode(VFXUIDebug.Modes mode) void OnMouseClick(MouseDownEvent e) { m_View.SetBoardToFront(this); + e.StopPropagation(); } void OnMouseClickBoundsContainer(MouseDownEvent e) diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/Controller/VFXViewController.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/Controller/VFXViewController.cs index 93ff5de4878..cbed3df2fde 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/Controller/VFXViewController.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/Controller/VFXViewController.cs @@ -682,11 +682,20 @@ public void Remove(IEnumerable removedControllers, bool explicitDele public void RemoveElement(Controller element, bool explicitDelete = false) { + bool HasCustomAttributes(VFXModel model) + { + return model is IVFXAttributeUsage attributeUsage && + attributeUsage.usedAttributes.Any(x => graph.attributesManager.IsCustom(x.name)); + } + VFXModel removedModel = null; + bool needSyncCustomAttributes = false; + if (element is VFXContextController contextController) { VFXContext context = contextController.model; removedModel = context; + needSyncCustomAttributes = HasCustomAttributes(removedModel); contextController.NodeGoingToBeRemoved(); // Remove connections from context @@ -716,6 +725,7 @@ public void RemoveElement(Controller element, bool explicitDelete = false) else if (element is VFXBlockController block) { removedModel = block.model; + needSyncCustomAttributes = HasCustomAttributes(removedModel); block.NodeGoingToBeRemoved(); block.contextController.RemoveBlock(block.model); @@ -724,6 +734,7 @@ public void RemoveElement(Controller element, bool explicitDelete = false) else if (element is VFXParameterNodeController parameter) { removedModel = parameter.model; + needSyncCustomAttributes = HasCustomAttributes(removedModel); parameter.NodeGoingToBeRemoved(); parameter.parentController.model.RemoveNode(parameter.infos); RemoveFromGroupNodes(parameter); @@ -736,6 +747,7 @@ public void RemoveElement(Controller element, bool explicitDelete = false) if (element is VFXNodeController nodeController) { removedModel = nodeController.model; + needSyncCustomAttributes = HasCustomAttributes(removedModel); container = removedModel as IVFXSlotContainer; nodeController.NodeGoingToBeRemoved(); RemoveFromGroupNodes(nodeController); @@ -743,6 +755,7 @@ public void RemoveElement(Controller element, bool explicitDelete = false) else { removedModel = ((VFXParameterController)element).model; + needSyncCustomAttributes = HasCustomAttributes(removedModel); container = (IVFXSlotContainer)removedModel; foreach (var parameterNode in m_SyncedModels[removedModel]) { @@ -814,7 +827,7 @@ public void RemoveElement(Controller element, bool explicitDelete = false) Debug.LogErrorFormat("Unexpected type : {0}", element.GetType().FullName); } - if (removedModel is IVFXAttributeUsage attributeUsage && attributeUsage.usedAttributes.Any(x => graph.attributesManager.IsCustom(x.name))) + if (needSyncCustomAttributes) { graph.SyncCustomAttributes(); } diff --git a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/Properties/PropertyRM.cs b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/Properties/PropertyRM.cs index 33c133ac44b..5564ff69ccb 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/Properties/PropertyRM.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/GraphView/Views/Properties/PropertyRM.cs @@ -36,6 +36,10 @@ interface IPropertyRMProvider void EndLiveModification(); } + interface IVFXNotifyValueChanged : INotifyValueChanged + { + void SetValueWithoutNotify(T typedNewValue, bool force = false); + } class SimplePropertyRMProvider : IPropertyRMProvider { @@ -149,7 +153,7 @@ public virtual bool IsCompatible(IPropertyRMProvider provider) public float GetPreferredLabelWidth() { - if (hasLabel && this.Q
    PropertyURP LitURP UnlitBuilt-In Render Pipeline
    Workflow ModeSee the URP documentation for the Lit URP Shader.Not applicable.Not applicable.
    Workflow ModeSee the URP documentation for the Lit URP Shader.Not applicable.Not applicable.
    Receive Shadows
    Cast ShadowsThis property is only exposed if Allow Material Override is enabled for this Shader Graph. Enable this property to make it possible for a GameObject using this shader to cast shadows onto itself and other GameObjects. This corresponds to the SubShader Tag ForceNoShadowCasting.Not applicable.
    Surface TypeSee the URP documentation for the Lit and Unlit Shaders.In the Built-In Render Pipeline, this feature has the same behavior as in URP. Consult the URP documentation.
    Surface TypeSee the URP documentation for the Lit and Unlit Shaders.In the Built-In Render Pipeline, this feature has the same behavior as in URP. Consult the URP documentation.
    Render FaceIn the Built-In Render Pipeline, this feature has the same behavior as in URP. Consult the URP documentation.