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[Hold] Binned Lighting Technique for the HDRP (v3) #2805
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…editing the source
* tile debug view works similarly for z-binning compared to tile and cluster debug * remove unused #else * tile debug view works similarly for z-binning compared to tile and cluster debug * remove unused #else * fix incorrect summary display of highlighted tile * cleanup debug menu * fix merge errors
* populate the zBinBitArrayBuffer * reflection probes use unsorted zbin lookup * do separate zBinBuffer and zBinBitArrayBuffer calculations * remove reflection probe sort in the shader * fix merge errors * cleanup pr * fix compile * address PR comments * removed spaces
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… into HDRP/z-binning-3 # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs # com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManager.RenderGraph.cs # com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManagerPunctual.RenderGraph.cs # com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader # com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader # com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Debug.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs
* Fixed entity count increments per eye which triggered runtime asserts. * Fixed missing incremental call. * Added logic to prevent shadow job being queued per view. * Adjust XR threshhold for several tests. * Code cleanup.
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Purpose of this PR
Add binned lighting (a.k.a. Z-binning) technique to the HDRP. Binned lighting replaces both fine-pruned tiled lighting (a.k.a. FPTL) and clustered lighting techniques. Binned lighting is essentially tiled+.
Short comparison:
Performance-wise, FPTL ≥ Binned lighting ≥ Tiled lighting.
Note that there is some overhead associated with filtering the light list during the lighting pass as well.
The work is incomplete.
What works:
What doesn't:
Next steps (in no particular order):
Once all the compile errors are fixed and everything works and passes automated tests (including ray tracing and XR), we should perform manual regression testing and verify culling efficiency using the added debug mode.
The next step (once everything works) is to perform some testing on the consoles and optimize. Specifically, we must scalarize access to the data structure for AMD GPUs.
The final step is to remove the unused old code.
Testing status
Comments to reviewers
If anyone is interested, I accept offers to help (reach out to me or Sebastien).