diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/1302_StackLitSG_PixarLM.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/1302_StackLitSG_PixarLM.png
index c1da1f8e4a8..dbfd4382e23 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/1302_StackLitSG_PixarLM.png
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/1302_StackLitSG_PixarLM.png
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:7773a5ce0df8de531c27e298ff983f1e473a2d9ae91d56d233e87a9bd2ff5d85
-size 207430
+oid sha256:75524ad48ff9d7eb1c7613f4e535c886b075d901fba18212c69b4bd293633a53
+size 207979
diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2551_SSR.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2551_SSR.png
index 4cac355c1f9..8bc9ef2bfcd 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2551_SSR.png
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/LinuxEditor/Vulkan/None/2551_SSR.png
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:ccd55d3989e04b35a5015c60d1ad5b0275be1df427d64cde0eba43a070c0ade6
-size 300
+oid sha256:7da7bb150adb7239a8ad2d9f97625360ba1c7c66041342ae7b8b11bbc3c8ddce
+size 166987
diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5014_VolumetricCloudsBanding.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5014_VolumetricCloudsBanding.png
index 4d418dc7bbe..ab1af84a851 100644
--- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5014_VolumetricCloudsBanding.png
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/5014_VolumetricCloudsBanding.png
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:82957e1f0415865b12e5cb0ecf9a4e48fc2795bd4413053a8f9db34f783f36c6
-size 217328
+oid sha256:cff99c9c6d2596ec07dd87e31358f05197986065cca5243d96a413678d6a159e
+size 217274
diff --git a/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Drawers.cs b/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Drawers.cs
index edad53d7f4b..65273c93b9a 100644
--- a/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Drawers.cs
+++ b/com.unity.render-pipelines.core/Editor/Camera/CameraUI.Drawers.cs
@@ -109,7 +109,10 @@ static void DrawerPerspectiveType(ISerializedCamera p, Editor owner)
EditorGUI.BeginChangeCheck();
isPhysicalCamera = EditorGUILayout.Toggle(content, isPhysicalCamera);
if (EditorGUI.EndChangeCheck())
+ {
p.projectionMatrixMode.intValue = isPhysicalCamera ? (int)ProjectionMatrixMode.PhysicalPropertiesBased : (int)ProjectionMatrixMode.Implicit;
+ s_FovChanged = true;
+ }
EditorGUILayout.EndHorizontal();
EditorGUI.EndProperty();
diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs
index c860beb4de0..5fed9314dc3 100644
--- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs
+++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs
@@ -104,9 +104,15 @@ internal RTHandle GetTexture(in TextureHandle handle)
if (!handle.IsValid())
return null;
- var resource = GetTextureResource(handle.handle).graphicsResource;
- if (resource == null && handle.fallBackResource != TextureHandle.nullHandle.handle)
- return GetTextureResource(handle.fallBackResource).graphicsResource;
+ var texResource = GetTextureResource(handle.handle);
+ var resource = texResource.graphicsResource;
+ if (resource == null)
+ {
+ if (handle.fallBackResource != TextureHandle.nullHandle.handle)
+ return GetTextureResource(handle.fallBackResource).graphicsResource;
+ else if (!texResource.imported)
+ throw new InvalidOperationException("Trying to use a texture that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once.");
+ }
return resource;
}
@@ -132,7 +138,11 @@ internal ComputeBuffer GetComputeBuffer(in ComputeBufferHandle handle)
if (!handle.IsValid())
return null;
- return GetComputeBufferResource(handle.handle).graphicsResource;
+ var resource = GetComputeBufferResource(handle.handle);
+ if (resource == null)
+ throw new InvalidOperationException("Trying to use a compute buffer that was already released or not yet created. Make sure you declare it for reading in your pass or you don't read it before it's been written to at least once.");
+
+ return resource.graphicsResource;
}
private RenderGraphResourceRegistry()
diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md
index 409a0fc8885..ec11a748d5d 100644
--- a/com.unity.render-pipelines.high-definition/CHANGELOG.md
+++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -43,6 +43,19 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed camera bridge action in release build (case 1367866).
- Fixed contact shadow disappearing when shadowmask is used and no non-static object is available.
- Fixed atmospheric scattering being incorrectly enabled when scene lighting is disabled.
+- Fixed shader graph errors when disabling the bias on texture samplers.
+- Fixed a shader warning in the volumetric clouds combine file.
+- Fixed layer lit shader UI.
+- Fixed error thrown when layered lit material has an invalid material type.
+- Fixed a warning because of a null texture in the lens flare pass.
+- Fixed a nullref when enabling raycount without ray tracing.
+- Fixed default value of "Distortion Blur" from 1 to 0 according to the doc.
+- Fixed FOV change when enabling physical camera.
+- Fixed spot light shadows near plane
+- Fixed Transparent Depth Pre/Post pass by default for the built-in HDRP Hair shader graph.
+- Fixed build warnings due to the exception in burst code (case 1382827).
+- Fixed unsupported material properties show when rendering pass is Low Resolution.
+- Fixed auto-exposure mismatch between sky background and scene objects in path tracing (case 1385131).
## [12.1.2] - 2021-10-22
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md b/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md
index d5d553916ff..69cef847aab 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/AOVs.md
@@ -18,8 +18,8 @@ Here is the list of Material properties that you can access with the AOV API.
| Material property | Description |
|-------------------|---------------------------|
-| **Normal** | Outputs the surface albedo. |
-| **Albedo** | Outputs the surface normal. |
+| **Albedo** | Outputs the surface albedo. |
+| **Normal** | Outputs the surface normal. |
| **Smoothness** | Outputs the surface smoothness. |
| **Ambient Occlusion** | Outputs the ambient occlusion (N/A for AxF). **Note**: the ambient occlusion this outputs does not include ray-traced/screen-space ambient occlusion from the [Ambient Occlusion override](Override-Ambient-Occlusion.md). It only includes ambient occlusion from materials in the Scene. |
| **Specular** | Outputs the surface specularity. |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Decal.md b/com.unity.render-pipelines.high-definition/Documentation~/Decal.md
index 71382ebf044..f59ff5f173a 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Decal.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Decal.md
@@ -1,40 +1,57 @@
# Decal
-The High Definition Render Pipeline (HDRP) includes two ways to create decals in a Scene. You can either use a decal Mesh and manually position the decal or use the [Decal Projector](Decal-Projector.md) component to project the decal. Both of these methods require that you create a decal Material, which is a Material that uses either the [Decal Shader](Decal-Shader.md) or [Decal Master Stack](master-stack-decal.md). You can use either to create decal Materials that you can place or project into a Scene.
+The High Definition Render Pipeline (HDRP) includes the following ways to create decals in a Scene.
-
+- Use a Decal Mesh and manually position the decal.
+
+- Use the [Decal Projector](Decal-Projector.md) component to project the decal.
-**Limitation and compatibility**
+To use these methods, you need to create a decal Material. A decal Material is a Material that uses the [Decal Shader](Decal-Shader.md) or [Decal Master Stack](master-stack-decal.md). You can then place or project your decal Material into a Scene.
-The Decal Projector can affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md). However, it can only affect transparent Materials with the [Decal Shader](Decal-Shader.md). It does not support emissive on Transparent Materials and does support Decal Layers.
-Decal Meshes can only affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md). They also do not support Decal Layers.
+
## Decal Layers
+HDRP includes Decal Layers that you can use to specify which Materials a decal affects based on which layer you assign it to.
+
### Enabling Decal Layers
-To use Decal Layers, first enable them in your Project’s [HDRP Asset](HDRP-Asset.md). You can then enable Decal Layers in your [Frame Settings](Frame-Settings.md) to set your Cameras to process Decal Layers.
-1. Select the HDRP Asset in the Project window and, in the Inspector, go to **Decal > Layers** and enable the checkbox.
-2. To enable Decal Layers for all Cameras, open the [HDRP Global Settings](Default-Settings-Window.md), go to the **Frame Settings (Default Values) > Camera** section and, in the **Rendering** section, enable the **Decal Layers** checkbox.
+To use Decal Layers, enable them in your Project’s [HDRP Asset](HDRP-Asset.md). To do this:
+1. Navigate to the **Project** window and open your HDRP Asset.
+2. In the Inspector, open the **Decals** dropdown.
+3. Enable the **Layers** checkbox.
+
+You can then enable Decal Layers in your [Frame Settings](Frame-Settings.md) to enable Decal Layers for all Cameras. To do this:
-To override the Frame Settings for a specific Camera and set Decal Layers on an individual basis:
+1. Go to **Edit** > **Project Settings** open the **Graphics** section and select [HDRP Global Settings](Default-Settings-Window.md).
+2. Go to the **Frame Settings (Default Values**) > **Camera** section.
+3. Open the **Rendering** section.
+4. Enable the **Decal Layers** checkbox.
+
+To control the Frame Settings and set Decal Layers for a specific Camera:
1. Click on a Camera in the Scene view or Hierarchy window to view its properties in the Inspector.
-2. Go to the **General** section and enable the **Custom Frame Settings** checkbox. This exposes the **Frame Settings Overrides,** which you can use to customize this Camera only.
-3. In the **Rendering** section, enable the **Decal Layers** checkbox to make this Camera use Decal Layers.
+2. Go to the **Rendering** section and enable the **Custom Frame Settings** checkbox. This opens a new **Frame Settings Overrides** section, which you can use to customize this Camera.
+3. In the **Frame Settings Overrides** section open the **Rendering** section.
+4. Enable the **Decal Layers** checkbox.
### Using Decal Layers
-After you enable Decal Layers, you can then use them to decouple Meshes from certain Decal Projectors in your Scene. To do this:
+When you enable Decal Layers, a Decal only affects a Mesh Renderer or Terrain if they both use a matching Decal Layer. You can use Decal Layers to separate Meshes from specific [Decal Projectors](Decal-Projector.md) in your Scene. To do this:
1. Click on a Decal Projector in the Hierarchy or the Scene view to view it in the Inspector.
2. Use the **Decal Layer** property drop-down to select which Decal Layers this Decal Projector affects.
4. Click on a Mesh Renderer or Terrain in the Hierarchy or the Scene view to view it in the Inspector.
-5. Use the **Rendering Layer Mask** drop-down (See [MeshRenderer](https://docs.unity3d.com/Manual/class-MeshRenderer.html) for GameObjects or [OtherSettings](https://docs.unity3d.com/Manual/terrain-OtherSettings.html) for Terrain) to select which Decal Layers affect this Mesh Renderer or Terrain. When you enable Decal Layers, a Decal only affects a Mesh Renderer or Terrain if they both use a matching Decal Layer.
+5. Use the **Rendering Layer Mask** drop-down (See [MeshRenderer](https://docs.unity3d.com/Manual/class-MeshRenderer.html) for GameObjects or [OtherSettings](https://docs.unity3d.com/Manual/terrain-OtherSettings.html) for Terrain) to select which Decal Layers affect this Mesh Renderer or Terrain.
### Renaming Decal Layers
-By default, in the UI for Decal Projectors, Mesh Renderers, or Terrain, Decal Layers are named **Decal Layer 1-7**. To more easily differentiate between them, you can give each Decal Layer a specific name. To do this, open the [HDRP Global Settings](Default-Settings-Window.md), and go to **Decal Layer Names**. Here you can set the name of each Decal Layer individually.
+By default, in the UI for Decal Projectors, Mesh Renderers, or Terrain, Decal Layers are named **Decal Layer 1-7**. You can give each Decal Layer a specific name. To do this:
+
+1. Open the [HDRP Global Settings](Default-Settings-Window.md).
+2. Expand the **Decal Layer Names** section.
+
+Here you can set the name of each Decal Layer individually.
### How Decal Layers affect performance
@@ -44,28 +61,45 @@ When you enable Decal Layers, it increases the build time of your project. This
* Increases GPU performance cost.
* Generates more [Shader Variants](https://docs.unity3d.com/Manual/shader-variants.html).
-If you use the Decal Layer system to disable a decal, via the **Rendering Layer Mask** of a Mesh Renderer or Terrain, it doesn't save on any performance. Instead, to save performance, you need to disable the **Receive Decals** property for the Mesh Renderer or Terrain's Material.
+HDRP renders Material depth in a Depth Prepass to apply decals to opaque Materials. This increases resource use on the CPU. Only Materials that have the **Receive Decals** property enabled render in the Depth Prepass, unless you force a full Depth Prepass. To prevent HDRP from rendering a Material which shouldn't receive Decals in the Depth Prepass:
-Implementation detail: To allow HDRP to apply decals to opaque Materials, it must render depth in a Depth Prepass, which adds to the CPU resource intensity of the operation. Only Materials with **Receive Decals** enabled render in the Depth Prepass, unless you force a full Depth Prepass. If you disable a decal with the Decal Layers system, HDRP still renders it in the Depth Prepass. This is why you need to disable the **Receive Decals** property on Materials to save performance.
+1. Open the Material assigned to a Mesh Renderer or Terrain that you do not want to display decals on.
-### Migration of data previous to Unity 2020.2
+2. Disable the **Receive Decals** property.
-Before Unity 2020.2, the default value for the **Rendering Layer Mask** for new Mesh Renderers and Terrain doesn't include any of the Decal Layer flags. This means that, when you enable Decal Layers, these Mesh Renderers and Terrain default to not receive any Decals. Later versions use **Decal Layer Default** by default.
+If you use the Decal Layer system to change the **Rendering Layer Mask** of a Mesh Renderer or Terrain to disable decal, it doesn't have an effect on your application's performance.
## Additive Normal Blending
-Additive normal blending is a method that can be enabled per project to allow decal normals to be additively blended with the underlying object normal.
-The screenshot on the left below do not use additive normal blending, whereas the screenshot on the right does.
+You can use Additive normal blending to blend decal normals with the normals of a specific GameObject.
+In the following image examples, the screenshot on the left does not use additive normal blending, and the screenshot on the right uses additive normal blending.:

To use Additive Normal Blending:
-1. Select your Project’s [HDRP Asset](HDRP-Asset.md).
-2. In the Inspector, go to **Rendering > Decals** and enable the **Additive Normal Blending** checkbox.
+1. Open your Project’s [HDRP Asset](HDRP-Asset.md).
+2. In the Inspector, go to **Rendering** >**Decals** and enable the **Additive Normal Blending** checkbox.
### High Precision Normal Buffer
-When using additive normal blending, HDRP will constrain the decal displacement to a cone of 45° around the object normal to reduce banding artifacts.
-To remove the angle constraint on the normal at the cost of a higher memory usage, you can tell HDRP to use a High Precision Normal Buffer:
+When you use additive normal blending, HDRP constrains the decal displacement to a cone of 45° around the object normal to reduce banding artifacts.
+To remove this angle constraint on the normal at the cost of a higher memory usage, enable the High Precision Normal Buffer setting. To do this:
+
1. Select your Project’s [HDRP Asset](HDRP-Asset.md).
-2. In the Inspector, go to **Rendering > Decals** and enable the **High Precision Normal Buffer** checkbox.
+2. In the Inspector, go to **Rendering** > **Decals** and enable the **High Precision Normal Buffer** checkbox.
+
+## Limitations
+
+- A Decal Projector can only affect transparent Materials when you use the [Decal Shader](Decal-Shader.md).
+
+- The Decal Shader does not support emissive on Transparent Materials and does support Decal Layers.
+
+- Decal Meshes can only affect opaque Materials with either a [Decal Shader](Decal-Shader.md) or a [Decal Master Stack](master-stack-decal.md).
+
+- Decal Meshes do not support Decal Layers.
+
+### Migration of data previous to Unity 2020.2
+
+When you convert a project from 2020.2, Mesh renderers and Terrain do not receive any decals by default.
+
+This is because, before Unity 2020.2, the default value for the **Rendering Layer Mask** for new Mesh Renderers and Terrain doesn't include Decal Layer flags.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md b/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md
index e664cef8a8a..3fafc953bfb 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md
@@ -7,7 +7,7 @@ The High Definition Render Pipeline (HDRP) adds the HDRP Settings tab to Unity's
- Set up default [Frame Setting](Frame-Settings.md) values for [Cameras](HDRP-Camera.md) to use.
- Assign and edit a default [Volume Profile](Volume-Profile.md).
-The HDRP Settings tab is part of the Graphics Settings window. To get to this tab, select **Edit > Project Settings > Graphics** and then, in the sidebar, click **HDRP Settings**.
+The HDRP Settings tab is part of the Graphics Settings window. To get to this tab, select **Edit > Project Settings > Graphics** and then, in the sidebar, click **HDRP Global Settings**.
## Volume Profiles
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md b/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md
index 09b25f76a9c..750ae233d76 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md
@@ -108,7 +108,7 @@ HDRP provides the following upscale filter methods:
## Overriding upscale options with code
-You can also override the upscale options in the HDRP Asset for each Camera in your scene using code. To do this, call DynamicResolutionHandler.SetUpscaleFilter(Camera camera, DynamicResUpscaleFilter filter), to make HDRP ignore the value in the HDRP Asset for a given Camera.
+You can also override the upscale options in the HDRP Asset for each Camera in your scene using code. To do this, call `DynamicResolutionHandler.SetUpscaleFilter(Camera camera, DynamicResUpscaleFilter filter)`, to make HDRP ignore the value in the HDRP Asset for a given Camera.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md
index 219b68e45c8..ebefdae432d 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md
@@ -23,7 +23,7 @@ To create a new Lit Tessellation Material:
### Surface Options
-**Surface Options** control the overall look of your Material's surface and how Unity renders the Material on screen.
+**Surface Options** control the look of your Material's surface and how Unity renders the Material on screen.
| **Property** | **Description** |
| ------------------------- | ------------------------------------------------------------ |
@@ -34,7 +34,7 @@ To create a new Lit Tessellation Material:
| **Material Type** | Allows you to give your Material a type, which allows you to customize it with different settings depending on the **Material Type** you select. For more information about the feature and for the list of properties each **Material Type** exposes, see the [Material Type documentation](Material-Type.md). |
| **Receive Decals** | Enable the checkbox to allow HDRP to draw decals on this Material’s surface. |
| **Receive SSR (Transparent)** | Enable the checkbox to make HDRP include this Material when it processes the screen space reflection pass. There is a separate option for transparent Surface Type. |
-| **Geometric Specular AA** | Enable the checkbox to make HDRP perform geometric anti-aliasing on this Material. This modifies the smoothness values on surfaces of curved geometry in order to remove specular artifacts. For more information about the feature and for the list of properties this feature exposes, see the [Geometric Specular Anti-aliasing documentation](Geometric-Specular-Anti-Aliasing.md). |
+| **Geometric Specular AA** | Enable the checkbox to make HDRP perform geometric antialiasing on this Material. This modifies the smoothness values on surfaces of curved geometry to remove specular artifacts. For more information about the feature and for the list of properties this feature exposes, see the [Geometric Specular antialiasing documentation](Geometric-Specular-Anti-Aliasing.md). |
| **Displacement Mode** | Use this drop-down to select the method that HDRP uses to alter the height of the Material’s surface. For more information about the feature and for the list of properties each **Displacement Mode** exposes, see the [Displacement Mode documentation](Displacement-Mode.md). |
### Tessellation Options
@@ -46,21 +46,21 @@ For information on the properties in this section, see the [Tessellation documen
| **Property** | **Description** |
| ------------------------------- | ------------------------------------------------------------ |
| **Base Map** | Assign a Texture that controls both the color and opacity of your Material. To assign a Texture to this field, click the radio button and select your Texture in the Select Texture window. Use the color picker to select the color of the Material. If you do not assign a Texture, this is the absolute color of the Material. If you do assign a Texture, the final color of the Material is a combination of the Texture you assign and the color you select. The alpha value of the color controls the transparency level for the Material if you select **Transparent** from the **Surface Type** drop-down. |
-| **Metallic** | Use this slider to adjust how "metal-like" the surface of your Material is (between 0 and 1). When a surface is more metallic, it reflects the environment more and its albedo color becomes less visible. At full metallic level, the surface color is entirely driven by reflections from the environment. When a surface is less metallic, its albedo color is clearer and any surface reflections are visible on top of the surface color, rather than obscuring it.
This property only appears when you unassign the Texture in the **Mask Map**. |
-| **Smoothness** | Use the slider to adjust the smoothness of your Material. Every light ray that hits a smooth surface bounces off at predictable and consistent angles. For a perfectly smooth surface that reflects light like a mirror, set this to a value of 1. Less smooth surfaces reflect light over a wider range of angles (because the light hits the bumps in the microsurface), so the reflections have less detail and spread across the surface in a more diffused pattern.
This property only appears when you unassign the Texture in the **Mask Map**. |
+| **Metallic** | Use this slider to adjust how "metal-like" the surface of your Material is (between 0 and 1).
When a surface is more metallic, it reflects the environment more and its albedo color becomes less visible. At full metallic level, the surface color is entirely driven by reflections from the environment. When a surface is less metallic, its albedo color is clearer and any surface reflections are visible on top of the surface color, rather than obscuring it.
This property only appears when you unassign the Texture in the **Mask Map**. |
+| **Smoothness** | Use the slider to adjust the smoothness of your Material.
Every light ray that hits a smooth surface bounces off at predictable and consistent angles. For a smooth surface that reflects light like a mirror, set this to a value of 1. Less smooth surfaces reflect light over a wider range of angles (because the light hits the bumps in the microsurface), so the reflections have less detail and spread across the surface in a more diffused pattern.
This property only appears when you unassign the Texture in the **Mask Map**. |
| **Metallic Remapping** | Use this min-max slider to remap the metallic values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Mask Map**. |
| **Smoothness Remapping** | Use this min-max slider to remap the smoothness values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Mask Map**. |
| **Ambient Occlusion Remapping** | Use this min-max slider to remap the ambient occlusion values from the **Mask Map** to the range you specify. Rather than [clamping](https://docs.unity3d.com/ScriptReference/Mathf.Clamp.html) values to the new range, Unity condenses the original range down to the new range uniformly.
This property only appears when you assign a **Mask Map**. |
| **Mask Map** | Assign a [channel-packed Texture](Glossary.md#ChannelPacking) with the following Material maps in its RGBA channels.
• **Red**: Stores the metallic map.
• **Green**: Stores the ambient occlusion map.
• **Blue**: Stores the detail mask map.
• **Alpha**: Stores the smoothness map.
For more information on channel-packed Textures and the mask map, see [mask map](Mask-Map-and-Detail-Map.md#MaskMap). |
-| **Normal Map Space** | Use this drop-down to select the type of Normal Map space that this Material uses.
• **TangentSpace**: Defines the normal map in [tangent space](Glossary.md#TangentSpaceNormalMap). use this to tile a Texture on a Mesh. The normal map Texture must be BC7, BC5, or DXT5nm format.
• **ObjectSpace**: Defines the normal maps in [object space](Glossary.md#ObjectSpaceNormalMap). Use this for planar-mapping GameObjects like the terrain. The normal map must be an RGB Texture . |
+| **Normal Map Space** | Use this drop-down to select the Normal Map space that this Material uses.
• **TangentSpace**: Defines the normal map in [tangent space](Glossary.md#TangentSpaceNormalMap). use this to tile a Texture on a Mesh. The normal map Texture must be BC7, BC5, or DXT5nm format.
• **ObjectSpace**: Defines the normal maps in [object space](Glossary.md#ObjectSpaceNormalMap). Use this for planar-mapping GameObjects like the terrain. The normal map must be an RGB Texture . |
| **Normal Map** | Assign a Texture that defines the normal map for this Material in tangent space. Use the slider to modulate the normal intensity between 0 and 8.
This property only appears when you select **TangentSpace** from the **Normal Map Space** drop-down. |
| **Normal Map OS** | Assign a Texture that defines the object space normal map for this Material. Use the handle to modulate the normal intensity between 0 and 8.
This property only appears when you select **ObjectSpace** from the **Normal Map Space** drop-down. |
-| **Bent Normal Map** | Assign a Texture that defines the bent normal map for this Material in tangent space. HDRP uses bent normal maps to simulate more accurate ambient occlusion. Note: Bent normal maps only work with diffuse lighting.
This property only appears when you select **TangentSpace** from the **Normal Map Space** drop-down.. |
+| **Bent Normal Map** | Assign a Texture that defines the bent normal map for this Material in tangent space. HDRP uses bent normal maps to simulate more accurate ambient occlusion. Note: Bent normal maps only work with diffuse lighting.
This property only appears when you select **TangentSpace** from the **Normal Map Space** drop-down.. |
| **Bent Normal Map OS** | Assign a Texture that defines the bent normal map for this Material in object space. HDRP uses bent normal maps to simulate more accurate ambient occlusion. Note: Bent normal maps only work with diffuse lighting.
This property only appears when you select **ObjectSpace** from the **Normal Map Space** drop-down. |
| **Coat Mask** | Assign a Texture that defines the coat mask for this Material. HDRP uses this mask to simulate a clear coat effect on the Material to mimic Materials like car paint or plastics. The Coat Mask value is 0 by default, but you can use the handle to modulate the clear Coat Mask effect using a value between 0 and 1. |
-| **Base UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses to map Textures to this Material’s surface.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom.
• **Triplanar**: A planar projection in three directions:
X-axis: Left to right
Y-axis: Top to bottom
Z-axis: Front to back
Unity blends these three projections together to produce the final result. |
-| **Tiling** | Set an **X** and **Y** UV tile rate for all of the Textures in the **Surface Inputs** section. HDRP uses the **X** and **Y** values to tile these Textures across the Material’s surface, in object space. |
-| **Offset** | Set an **X** and **Y** UV offset for all of the Textures in the **Surface Inputs** section. HDRP uses the **X** and **Y** values to offset these Textures across the Material’s surface, in object. |
+| **Base UV Mapping** | Use the drop-down to select the UV mapping type that HDRP uses to map Textures to this Material’s surface.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom.Tessellation does not work when you use the Planar UV mapping type.
• **Triplanar**: A planar projection in three directions:
• X-axis: Left to right
• Y-axis: Top to bottom
• Z-axis: Front to back
Unity blends these three projections together to produce the final result. Tessellation does not work when you use the Triplanar UV mapping type. |
+| **Tiling** | Set an **X** and **Y** UV tile rate for all the Textures in the **Surface Inputs** section. HDRP uses the **X** and **Y** values to tile these Textures across the Material’s surface, in object space. |
+| **Offset** | Set an **X** and **Y** UV offset for all the Textures in the **Surface Inputs** section. HDRP uses the **X** and **Y** values to offset these Textures across the Material’s surface, in object. |
### Detail Inputs
@@ -78,13 +78,13 @@ Unity exposes this section if you select **Transparent** from the **Surface Type
| ------------------------------- | ------------------------------------------------------------ |
| **Use Emission Intensity** | Enable the checkbox to use a separate LDR color and intensity value to set the emission color for this Material. Disable this checkbox to only use an HDR color to handle the color and emission color intensity. When enabled, this exposes the **Emission Intensity** property. |
| **Emission Map** | Assign a Texture that this Material uses for emission. You can also use the color picker to select a color that HDRP multiplies by the Texture. If you do not set an emission texture then HDRP only uses the HDR color to calculate the final emissive color of the Material. You can set the intensity of the HDR color within the HDR color picker. |
-| **Emission UV Mapping** | Use the drop-down to select the type of UV mapping that HDRP uses for the **Emission Map**.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom.
• **Triplanar**: A planar projection in three directions:
X-axis: Left to right
Y-axis: Top to bottom
Z-axis: Front to back
Unity blends these three projections together to produce the final result.
• **Same as Base**: Unity will use the **Base UV Mapping** selected in the **Surface Inputs**. |
+| **Emission UV Mapping** | Use the drop-down to select the UV mapping type that HDRP uses for the **Emission Map**.
• Unity manages four UV channels for a vertex: **UV0**, **UV1**, **UV2**, and **UV3**.
• **Planar:** A planar projection from top to bottom. Tessellation does not work when you use the Planar UV mapping type.
• **Triplanar**: A planar projection in three directions:
• X-axis: Left to right
• Y-axis: Top to bottom
• Z-axis: Front to back
Unity blends these three projections together to produce the final result. Tessellation does not work when you use the Triplanar UV mapping type.
• **Same as Base**: Unity will use the **Base UV Mapping** selected in the **Surface Inputs**. |
| **- Tiling** | Set an **X** and **Y** tile rate for the **Emission Map** UV. HDRP uses the **X** and **Y** values to tile the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
| **- Offset** | Set an **X** and **Y** offset for the **Emission Map** UV. HDRP uses the **X** and **Y** values to offset the Texture assigned to the **Emission Map** across the Material’s surface, in object space. |
| **Emission Intensity** | Set the overall strength of the emission effect for this Material.
Use the drop-down to select one of the following [physical light units](Physical-Light-Units.md) to use for intensity:
• [Nits](Physical-Light-Units.md#Nits)
• [EV100](Physical-Light-Units.md#EV) |
| **Exposure Weight** | Use the slider to set how much effect the exposure has on the emission power. For example, if you create a neon tube, you would want to apply the emissive glow effect at every exposure. |
| **Emission Multiply with Base** | Enable the checkbox to make HDRP use the base color of the Material when it calculates the final color of the emission. When enabled, HDRP multiplies the emission color by the base color to calculate the final emission color. |
-| **Emission** | Toggles whether emission affects global illumination. |
+| **Emission** | Toggles whether emission affects global illumination. |
| **- Global Illumination** | The mode HDRP uses to determine how color emission interacts with global illumination.
• **Realtime**: Select this option to make emission affect the result of real-time global illumination.
• **Baked**: Select this option to make emission only affect global illumination during the baking process.
• **None**: Select this option to make emission not affect global illumination. |
### Advanced options
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Motion-Vectors.md b/com.unity.render-pipelines.high-definition/Documentation~/Motion-Vectors.md
index 29e3bc56bfd..e85283fe073 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Motion-Vectors.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Motion-Vectors.md
@@ -28,7 +28,7 @@ The options are:
* **Camera Motion Only**: HDRP only calculates camera motion vectors for the area of the screen this GameObject fills.
* **Per Object Motion**: HDRP calculates motion vectors for this GameObject if:
* The GameObject moves and the camera does not.
- * The camera moves and the GamaObject does not.
+ * The camera moves and the GameObject does not.
* Both the GameObject and the camera move.
* **Force No Motion**: HDRP does not calculate any motion vectors for the area of the screen this GameObject fills.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md
index c50fb470db8..df3c2c33818 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md
@@ -79,7 +79,7 @@ To calculate SSR, HDRP reads a color buffer with a blurred mipmap generated duri
If a transparent material has **Receive SSR Transparent** enabled, HDRP always uses the **Approximation** algorithm to calculate SSR, even you select **PBR Accumulation**.
-
+When a transparent material has rendering pass set to **Low Resolution**, then **Receive SSR Transparent** can't be selected.
### Ray-traced reflection
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md
index 0dc1669e6aa..2f0d717fa17 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Motion-Blur.md
@@ -6,7 +6,7 @@ The Motion Blur effect simulates the blur that occurs in an image when a real-wo
The Motion Blur effect uses velocities from HDRP's velocity buffer. This means that for Motion Blur to have an effect, you must enable Motion Vectors in your Unity Project. For information on how to enable Motion Vectors, see the [Motion Vectors documentation](Motion-Vectors.md).
-**Motion Blur** uses the [Volume](Volumes.md) framework, so to enable and modify **Motion Blur** properties, you must add a **Motion Blur** override to a [Volume](Volumes.md) in your Scene. To add **Motion Blur** to a Volume:
+**Motion Blur** is enabled by default in **HDRP Global Settings**. However, if you want to modify **Motion Blur** properties without affecting the default settings, you must add a **Motion Blur** override to a [Volume](Volumes.md) in your Scene. To add **Motion Blur** to a Volume:
1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector.
2. In the Inspector, navigate to **Add Override > Post-processing** and click on **Motion Blur**. HDRP now applies **Motion Blur** to any Camera this Volume affects.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md
index 459b478fcfa..dcde994acbb 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md
@@ -14,6 +14,7 @@ The number of shadow maps HDRP renders per Light depends on the **Type** of the
- A Spot Light renders one shadow map.
- A Point Light renders six shadow maps (the number of faces in a cubemap).
+- An Area Light renders one shadow map.
- A Directional Light renders one shadow map per cascade. Set the cascade count of Directional Lights from the [HD Shadow Settings](Override-Shadows.md) of your Scene’s [Volumes](Volumes.md). The default value is four cascades.
HDRP can perform a dynamic rescale of shadow maps to maximize space usage in shadow atlases, but also to reduce the performance impact of lights that occupy a small portion of the screen. To do this, HDRP scales down a light's shadow map resolution depending on the size of the screen area the light covers. The smaller the area on the screen, the more HDRP scales the resolution down from the value set on the [Light component](Light-Component.md). To enable this feature, go the Shadow section of your Unity Project’s [HDRP Asset](HDRP-Asset.md) and enable the **Dynamic Rescale** property for the shadow atlas you want HDRP to dynamically rescale the shadow maps of.
@@ -21,7 +22,7 @@ Note that HDRP does not support dynamic rescale for cached shadow maps.
## Shadow atlases
-HDRP renders all real-time shadows for a frame using a shadow map atlas for all [punctual light](Glossary.md#PunctualLight) shadows, and another shadow map atlas for Directional Light shadows.
+HDRP renders all real-time shadows for a frame using a shadow map atlas for all [punctual light](Glossary.md#PunctualLight) shadows, an atlas for area lights and another one for Directional Light shadows.
Set the size of these atlases in your Unity Project’s [HDRP Asset](HDRP-Asset.md). The atlas size determines the maximum resolution of shadows in your Scene.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Surface-Type.md b/com.unity.render-pipelines.high-definition/Documentation~/Surface-Type.md
index ccfcb40c4c0..790942fac78 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Surface-Type.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Surface-Type.md
@@ -23,10 +23,10 @@ If you set the **Surface Type** to **Transparent**, HDRP exposes options to set
| **Sorting Priority** | Allows you to change the rendering order of overlaid transparent surfaces. For more information and an example of usage, see the [Material sorting documentation](Renderer-And-Material-Priority.md#SortingByMaterial). |
| **Receive fog** | Enable the checkbox to allow fog to affect the transparent surface. When disabled, HDRP does not take this Material into account when it calculates the fog in the Scene. |
| **Back Then Front Rendering** | Enable the checkbox to make HDRP render this Material in two separate draw calls. HDRP renders the back face in the first draw call and the front face in the second. |
-| **Transparent depth prepass** | Enable the checkbox to add polygons from the transparent surface to the depth buffer to improve their sorting. HDRP performs this operation before the transparent lighting pass. |
-| **Transparent depth postpass** | Enable the checkbox to add polygons from the transparent surface to the depth buffer so they affect post-processing. HDRP performs this operation after the lighting pass. Enabling this feature is useful when using post-processing effects that use depth information, like [motion blur](Post-Processing-Motion-Blur.md) or [depth of field](Post-Processing-Depth-of-Field.md). |
-| **Transparent Writes Motion Vectors** | Enable the checkbox to make HDRP write motion vectors for transparent GameObjects that use this Material. This allows HDRP to process effects like motion blur for transparent objects. For more information on motion vectors, see the [motion vectors documentation](Motion-Vectors.md). |
-| **Depth Write** | Enable the checkbox to make HDRP write depth values for transparent GameObjects that use this Material. |
+| **Transparent depth prepass** | Enable the checkbox to add polygons from the transparent surface to the depth buffer to improve their sorting. HDRP performs this operation before the transparent lighting pass. Not supported when rendering pass is Low Resolution. |
+| **Transparent depth postpass** | Enable the checkbox to add polygons from the transparent surface to the depth buffer so they affect post-processing. HDRP performs this operation after the lighting pass. Enabling this feature is useful when using post-processing effects that use depth information, like [motion blur](Post-Processing-Motion-Blur.md) or [depth of field](Post-Processing-Depth-of-Field.md). Not supported when rendering pass is Low Resolution. |
+| **Transparent Writes Motion Vectors** | Enable the checkbox to make HDRP write motion vectors for transparent GameObjects that use this Material. This allows HDRP to process effects like motion blur for transparent objects. For more information on motion vectors, see the [motion vectors documentation](Motion-Vectors.md). Not supported when rendering pass is Low Resolution. |
+| **Depth Write** | Enable the checkbox to make HDRP write depth values for transparent GameObjects that use this Material. Not supported when rendering pass is Low Resolution. |
| **Depth Test** | Use the drop-down to select the comparison function to use for the depth test. |
| **Cull Mode** | Use the drop-down to select the face to cull for transparent GameObjects that use this Material.
• **Front**: Culls the front face of the GameObject's Mesh.
• **Back**: Culls the back face of the GameObject's Mesh. |
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Tessellation.md b/com.unity.render-pipelines.high-definition/Documentation~/Tessellation.md
index 567122f4410..84547d7818e 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/Tessellation.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Tessellation.md
@@ -1,6 +1,6 @@
# Tessellation
-The **Tessellation** option control how Unity tessellates your Material's surface and smooths geometry.
+The **Tessellation** options control how Unity tessellates your Material's surface and smooths geometry.
If you enable this feature, HDRP exposes the following properties to control how Unity tessellates your Material's surface and smooths geometry:
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/hair-shader.md b/com.unity.render-pipelines.high-definition/Documentation~/hair-shader.md
index 3fa2526aef6..51ac5508e1c 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/hair-shader.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/hair-shader.md
@@ -3,7 +3,7 @@ The Hair shader is your starting point for rendering hair and fur in the High De

-Under the hood, the Hair shader is a pre-configured Shader Graph. To learn more about the Hair shader implementation, or to create your own Hair shader variant, see the Shader Graph documentation about the [Hair Master Node](Master-Node-Hair.md).
+Under the hood, the Hair shader is a pre-configured Shader Graph. To learn more about the Hair shader implementation, or to create your own Hair shader variant, see the Shader Graph documentation about the [Hair Master Node](master-stack-hair.md).
## Importing the Hair Sample
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs
index ce40ae3d4ac..b752ea9a87d 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/LayeredLit/LayeredLitGUI.cs
@@ -153,12 +153,22 @@ static public void SetupLayersMappingKeywords(Material material)
// All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change
static public void SetupLayeredLitKeywordsAndPass(Material material)
{
+ MaterialId materialId = material.GetMaterialId();
+ if (material.HasProperty(kMaterialID))
+ {
+ if (materialId != MaterialId.LitStandard && materialId != MaterialId.LitSSS && materialId != MaterialId.LitTranslucent)
+ {
+ materialId = MaterialId.LitStandard;
+ material.SetFloat(kMaterialID, (float)materialId);
+ }
+ }
+
BaseLitGUI.SetupBaseLitKeywords(material);
BaseLitGUI.SetupBaseLitMaterialPass(material);
SetupLayersMappingKeywords(material);
bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false)
: (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false);
- BaseLitGUI.SetupStencil(material, receiveSSR, material.GetMaterialId() == MaterialId.LitSSS);
+ BaseLitGUI.SetupStencil(material, receiveSSR, materialId == MaterialId.LitSSS);
for (int i = 0; i < kMaxLayerCount; ++i)
{
@@ -230,7 +240,6 @@ static public void SetupLayeredLitKeywordsAndPass(Material material)
}
CoreUtils.SetKeyword(material, "_DENSITY_MODE", useDensityModeEnable);
- MaterialId materialId = material.GetMaterialId();
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_SUBSURFACE_SCATTERING", materialId == MaterialId.LitSSS);
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_TRANSMISSION", materialId == MaterialId.LitTranslucent || (materialId == MaterialId.LitSSS && material.GetFloat(kTransmissionEnable) > 0.0f));
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs
index c0bcf4648fb..238ef964014 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDBlockFields.cs
@@ -32,7 +32,7 @@ public struct SurfaceDescription
public static BlockFieldDescriptor Distortion = new BlockFieldDescriptor(SurfaceDescription.name, "Distortion", "SURFACEDESCRIPTION_DISTORTION",
new Vector2Control(Vector2.zero), ShaderStage.Fragment); // TODO: Lit is Vector2(2.0f, -1.0f)
public static BlockFieldDescriptor DistortionBlur = new BlockFieldDescriptor(SurfaceDescription.name, "DistortionBlur", "Distortion Blur", "SURFACEDESCRIPTION_DISTORTIONBLUR",
- new FloatControl(1.0f), ShaderStage.Fragment);
+ new FloatControl(0.0f), ShaderStage.Fragment);
public static BlockFieldDescriptor ShadowTint = new BlockFieldDescriptor(SurfaceDescription.name, "ShadowTint", "Shadow Tint", "SURFACEDESCRIPTION_SHADOWTINT",
new ColorRGBAControl(Color.black), ShaderStage.Fragment);
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs
index 79bf2d3d498..b21257d7798 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs
@@ -69,13 +69,17 @@ protected override void CreatePropertyGUI()
AddProperty(blendModeText, () => systemData.blendMode, (newValue) => systemData.blendMode = newValue);
AddProperty(enableTransparentFogText, () => builtinData.transparencyFog, (newValue) => builtinData.transparencyFog = newValue);
AddProperty(transparentZTestText, () => systemData.zTest, (newValue) => systemData.zTest = newValue);
- AddProperty(zWriteEnableText, () => systemData.transparentZWrite, (newValue) => systemData.transparentZWrite = newValue);
+ if (renderingPassValue != HDRenderQueue.RenderQueueType.LowTransparent)
+ AddProperty(zWriteEnableText, () => systemData.transparentZWrite, (newValue) => systemData.transparentZWrite = newValue);
AddProperty(transparentCullModeText, () => systemData.transparentCullMode, (newValue) => systemData.transparentCullMode = newValue);
AddProperty(transparentSortPriorityText, () => systemData.sortPriority, (newValue) => systemData.sortPriority = HDRenderQueue.ClampsTransparentRangePriority(newValue));
AddProperty(transparentBackfaceEnableText, () => builtinData.backThenFrontRendering, (newValue) => builtinData.backThenFrontRendering = newValue);
- AddProperty(transparentDepthPrepassEnableText, () => builtinData.transparentDepthPrepass, (newValue) => builtinData.transparentDepthPrepass = newValue);
- AddProperty(transparentDepthPostpassEnableText, () => builtinData.transparentDepthPostpass, (newValue) => builtinData.transparentDepthPostpass = newValue);
- AddProperty(transparentWritingMotionVecText, () => builtinData.transparentWritesMotionVec, (newValue) => builtinData.transparentWritesMotionVec = newValue);
+ if (renderingPassValue != HDRenderQueue.RenderQueueType.LowTransparent)
+ {
+ AddProperty(transparentDepthPrepassEnableText, () => builtinData.transparentDepthPrepass, (newValue) => builtinData.transparentDepthPrepass = newValue);
+ AddProperty(transparentDepthPostpassEnableText, () => builtinData.transparentDepthPostpass, (newValue) => builtinData.transparentDepthPostpass = newValue);
+ AddProperty(transparentWritingMotionVecText, () => builtinData.transparentWritesMotionVec, (newValue) => builtinData.transparentWritesMotionVec = newValue);
+ }
if (lightingData != null)
AddProperty(enableBlendModePreserveSpecularLightingText, () => lightingData.blendPreserveSpecular, (newValue) => lightingData.blendPreserveSpecular = newValue);
@@ -110,7 +114,7 @@ protected override void CreatePropertyGUI()
{
AddProperty(supportDecalsText, () => lightingData.receiveDecals, (newValue) => lightingData.receiveDecals = newValue);
- if (systemData.surfaceType == SurfaceType.Transparent)
+ if (systemData.surfaceType == SurfaceType.Transparent && renderingPassValue != HDRenderQueue.RenderQueueType.LowTransparent)
AddProperty(receivesSSRTransparentText, () => lightingData.receiveSSRTransparent, (newValue) => lightingData.receiveSSRTransparent = newValue);
else
AddProperty(receivesSSRText, () => lightingData.receiveSSR, (newValue) => lightingData.receiveSSR = newValue);
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs
index 2556bef9743..10942408b83 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs
@@ -261,7 +261,6 @@ internal class Styles
Features m_Features;
int m_LayerCount;
int m_LayerIndex;
- bool m_UseHeightBasedBlend;
bool isLayeredLit => m_LayerCount > 1;
@@ -670,7 +669,7 @@ void DrawLayerOptionsGUI()
materialEditor.ShaderProperty(useMainLayerInfluence, Styles.useMainLayerInfluenceModeText);
materialEditor.ShaderProperty(useHeightBasedBlend, Styles.useHeightBasedBlendText);
- if (m_UseHeightBasedBlend)
+ if (useHeightBasedBlend.floatValue > 0.0f)
{
EditorGUI.indentLevel++;
materialEditor.ShaderProperty(heightTransition, Styles.heightTransition);
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs
index e7d253617f0..c648c9958c7 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs
@@ -596,7 +596,7 @@ protected void DrawSurfaceGUI()
if (shaderHasBackThenFrontPass && transparentBackfaceEnable != null)
materialEditor.ShaderProperty(transparentBackfaceEnable, Styles.transparentBackfaceEnableText);
- if ((m_Features & Features.ShowPrePassAndPostPass) != 0)
+ if ((m_Features & Features.ShowPrePassAndPostPass) != 0 && !HDRenderQueue.k_RenderQueue_LowTransparent.Contains(renderQueue))
{
bool shaderHasDepthPrePass = materials.All(m => m.FindPass(HDShaderPassNames.s_TransparentDepthPrepassStr) != -1);
if (shaderHasDepthPrePass && transparentDepthPrepassEnable != null)
@@ -607,10 +607,10 @@ protected void DrawSurfaceGUI()
materialEditor.ShaderProperty(transparentDepthPostpassEnable, Styles.transparentDepthPostpassEnableText);
}
- if (transparentWritingMotionVec != null)
+ if (transparentWritingMotionVec != null && !HDRenderQueue.k_RenderQueue_LowTransparent.Contains(renderQueue))
materialEditor.ShaderProperty(transparentWritingMotionVec, Styles.transparentWritingMotionVecText);
- if (transparentZWrite != null)
+ if (transparentZWrite != null && !HDRenderQueue.k_RenderQueue_LowTransparent.Contains(renderQueue))
materialEditor.ShaderProperty(transparentZWrite, Styles.zWriteEnableText);
if (zTest != null)
@@ -809,7 +809,7 @@ protected void DrawLitSurfaceOptions()
materialEditor.ShaderProperty(supportDecals, Styles.supportDecalsText);
}
- if (receivesSSR != null && receivesSSRTransparent != null)
+ if (receivesSSR != null && receivesSSRTransparent != null && !HDRenderQueue.k_RenderQueue_LowTransparent.Contains(renderQueue))
{
// Based on the surface type, display the right recieveSSR option
if (surfaceTypeValue == SurfaceType.Transparent)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs
index 06983b1c79c..47108d04616 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs
@@ -107,14 +107,12 @@ public enum DebugLightLayersMask
static class DebugLightHierarchyExtensions
{
-#if DEBUG
- [IgnoreWarning(1370)] //Ignore throwing exception warning on burst..
-#endif
+ [IgnoreWarning(1370)] //Ignore throwing exception warning on burst..
public static bool IsEnabledFor(
- this DebugLightFilterMode mode,
- GPULightType gpuLightType,
- SpotLightShape spotLightShape
- )
+ this DebugLightFilterMode mode,
+ GPULightType gpuLightType,
+ SpotLightShape spotLightShape
+ )
{
switch (gpuLightType)
{
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs
index c619bf3e63a..d0582e9be3b 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs
@@ -5,7 +5,7 @@ namespace UnityEngine.Rendering.HighDefinition
// TODO remove every occurrence of ShadowSplitData in function parameters when we'll have scriptable culling
static class HDShadowUtils
{
- public static readonly float k_MinShadowNearPlane = 0.0001f;
+ public static readonly float k_MinShadowNearPlane = 0.01f;
public static readonly float k_MaxShadowNearPlane = 10.0f;
public static float Asfloat(uint val) { unsafe { return *((float*)&val); } }
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricCloudsCombine.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricCloudsCombine.shader
index 27431259d63..1c05f4fe137 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricCloudsCombine.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricCloudsCombine.shader
@@ -138,7 +138,7 @@ Shader "Hidden/HDRP/VolumetricCloudsCombine"
float4 Frag(Varyings input) : SV_Target
{
// Points towards the camera
- float3 viewDirWS = -normalize(mul(float4(input.positionCS.xy * (float)_Mipmap, 1.0, 1.0), _PixelCoordToViewDirWS));
+ float3 viewDirWS = -normalize(mul(float4(input.positionCS.xy * (float)_Mipmap, 1.0, 1.0), _PixelCoordToViewDirWS).xyz);
// Fetch the clouds
return SAMPLE_TEXTURECUBE_LOD(_VolumetricCloudsTexture, s_linear_clamp_sampler, viewDirWS, _Mipmap);
}
@@ -157,7 +157,7 @@ Shader "Hidden/HDRP/VolumetricCloudsCombine"
float4 Frag(Varyings input) : SV_Target
{
// Construct the view direction
- float3 viewDirWS = -normalize(mul(float4(input.positionCS.xy * (float)_Mipmap, 1.0, 1.0), _PixelCoordToViewDirWS));
+ float3 viewDirWS = -normalize(mul(float4(input.positionCS.xy * (float)_Mipmap, 1.0, 1.0), _PixelCoordToViewDirWS).xyz);
// Fetch the clouds
float4 clouds = SAMPLE_TEXTURECUBE_LOD(_VolumetricCloudsTexture, s_linear_clamp_sampler, viewDirWS, _Mipmap);
// Inverse the exposure
@@ -183,7 +183,7 @@ Shader "Hidden/HDRP/VolumetricCloudsCombine"
float4 Frag(Varyings input) : SV_Target
{
// Construct the view direction
- float3 viewDirWS = -normalize(mul(float4(input.positionCS.xy * (float)_Mipmap, 1.0, 1.0), _PixelCoordToViewDirWS));
+ float3 viewDirWS = -normalize(mul(float4(input.positionCS.xy * (float)_Mipmap, 1.0, 1.0), _PixelCoordToViewDirWS).xyz);
// Fetch the clouds
float4 clouds = SAMPLE_TEXTURECUBE_LOD(_VolumetricCloudsTexture, s_linear_clamp_sampler, viewDirWS, _Mipmap);
// Inverse the exposure
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairPathTracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairPathTracing.hlsl
index 7d91fd35d70..c07744c733b 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairPathTracing.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/HairPathTracing.hlsl
@@ -8,7 +8,7 @@
// https://www.pbrt.org/hair.pdf
float2 DemuxFloat(float x)
{
- uint64_t v = x * (1ull << 32);
+ uint64_t v = x * (((uint64_t)1) << 32);
uint2 bits = uint2(Compact1By1(v), Compact1By1(v >> 1));
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs
index a4c17549cbc..2d4ab329a3e 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs
@@ -3239,7 +3239,7 @@ TextureHandle LensFlareDataDrivenPass(RenderGraph renderGraph, HDCamera hdCamera
passData.parameters = PrepareLensFlareParameters(hdCamera);
passData.viewport = postProcessViewportSize;
passData.hdCamera = hdCamera;
- passData.depthBuffer = depthBuffer;
+ passData.depthBuffer = builder.ReadTexture(depthBuffer);
passData.occlusion = builder.ReadTexture(occlusionHandle);
TextureHandle dest = GetPostprocessUpsampledOutputHandle(renderGraph, "Lens Flare Destination");
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs
index 765ebeda941..1bb4f5650bc 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs
@@ -240,6 +240,18 @@ PrepassOutput RenderPrepass(RenderGraph renderGraph,
DecalNormalPatch(renderGraph, hdCamera, ref result);
+ if (shouldRenderMotionVectorAfterGBuffer)
+ {
+ // See the call RenderObjectsMotionVectors() above and comment
+ RenderObjectsMotionVectors(renderGraph, cullingResults, hdCamera, decalBuffer, result);
+ }
+
+ // In case we don't have MSAA, we always run camera motion vectors when is safe to assume Object MV are rendered
+ if (!needCameraMVBeforeResolve)
+ {
+ RenderCameraMotionVectors(renderGraph, hdCamera, result.depthBuffer, result.resolvedMotionVectorsBuffer);
+ }
+
// After Depth and Normals/roughness including decals
bool depthBufferModified = RenderCustomPass(renderGraph, hdCamera, colorBuffer, result, customPassCullingResults, cullingResults, CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, aovRequest, aovBuffers);
@@ -264,18 +276,6 @@ PrepassOutput RenderPrepass(RenderGraph renderGraph,
// In both forward and deferred, everything opaque should have been rendered at this point so we can safely copy the depth buffer for later processing.
GenerateDepthPyramid(renderGraph, hdCamera, mip1FromDownsampleForLowResTrans, ref result);
- if (shouldRenderMotionVectorAfterGBuffer)
- {
- // See the call RenderObjectsMotionVectors() above and comment
- RenderObjectsMotionVectors(renderGraph, cullingResults, hdCamera, decalBuffer, result);
- }
-
- // In case we don't have MSAA, we always run camera motion vectors when is safe to assume Object MV are rendered
- if (!needCameraMVBeforeResolve)
- {
- RenderCameraMotionVectors(renderGraph, hdCamera, result.depthBuffer, result.resolvedMotionVectorsBuffer);
- }
-
// NOTE: Currently we profiled that generating the HTile for SSR and using it is not worth it the optimization.
// However if the generated HTile will be used for something else but SSR, this should be made NOT resolve only and
// re-enabled in the shader.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
index 2dcf41362b0..4a6a42537a1 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
@@ -89,7 +89,7 @@ internal static HDRenderPipeline currentPipeline
///
/// Specifes which ray count value should be returned.
/// The approximated ray count for a frame
- public uint GetRaysPerFrame(RayCountValues rayValues) { return m_RayCountManager.GetRaysPerFrame(rayValues); }
+ public uint GetRaysPerFrame(RayCountValues rayValues) { return m_RayCountManager != null ? m_RayCountManager.GetRaysPerFrame(rayValues) : 0; }
// Renderer Bake configuration can vary depends on if shadow mask is enabled or no
PerObjectData m_CurrentRendererConfigurationBakedLighting = HDUtils.k_RendererConfigurationBakedLighting;
@@ -557,7 +557,7 @@ void SetRenderingFeatures()
if (UnityEditor.PlayerSettings.colorSpace == ColorSpace.Gamma)
{
- Debug.LogError("High Definition Render Pipeline doesn't support Gamma mode, change to Linear mode (HDRP isn't set up properly. Go to Windows > RenderPipeline > HDRP Wizard to fix your settings).");
+ Debug.LogError("High Definition Render Pipeline doesn't support Gamma mode, change to Linear mode (HDRP isn't set up properly. Go to Window > Rendering > HDRP Wizard to fix your settings).");
}
#endif
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs
index ccc13e3240e..c38a226f075 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs
@@ -370,9 +370,15 @@ void RenderSky(RenderGraph renderGraph, HDCamera hdCamera, TextureHandle skyBuff
passData.skyManager = m_SkyManager;
builder.SetRenderFunc(
- (RenderSkyPassData data, RenderGraphContext context) =>
+ (RenderSkyPassData data, RenderGraphContext ctx) =>
{
- data.skyManager.RenderSky(data.hdCamera, data.sunLight, data.colorBuffer, data.depthTexture, data.debugDisplaySettings, context.cmd);
+ // Override the exposure texture, as we need a neutral value for this render
+ ctx.cmd.SetGlobalTexture(HDShaderIDs._ExposureTexture, m_EmptyExposureTexture);
+
+ data.skyManager.RenderSky(data.hdCamera, data.sunLight, data.colorBuffer, data.depthTexture, data.debugDisplaySettings, ctx.cmd);
+
+ // Restore the regular exposure texture
+ ctx.cmd.SetGlobalTexture(HDShaderIDs._ExposureTexture, GetExposureTexture(hdCamera));
});
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace
index 265376c2cfa..98d180ef56d 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingMain.raytrace
@@ -45,8 +45,8 @@ void MissCamera(inout PathIntersection pathIntersection : SV_RayPayload)
}
bool skyEnabled = _EnvLightSkyEnabled && _RaytracingCameraSkyEnabled;
- float4 missColor = skyEnabled ? _SkyCameraTexture[COORD_TEXTURE2D_X(pathIntersection.pixelCoord)] : _RaytracingCameraClearColor;
- pathIntersection.value = missColor.rgb * GetInverseCurrentExposureMultiplier();
+ float4 missColor = skyEnabled ? _SkyCameraTexture[COORD_TEXTURE2D_X(pathIntersection.pixelCoord)] : _RaytracingCameraClearColor * GetInverseCurrentExposureMultiplier();
+ pathIntersection.value = missColor.rgb;
pathIntersection.alpha = missColor.a;
ApplyFogAttenuation(WorldRayOrigin(), WorldRayDirection(), pathIntersection.value, pathIntersection.alpha);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDDiffuseDenoiser.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDDiffuseDenoiser.cs
index 1b6876aa1b5..e0f4889c6cd 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDDiffuseDenoiser.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDDiffuseDenoiser.cs
@@ -34,7 +34,7 @@ public void Init(HDRenderPipelineRuntimeResources rpResources, HDRenderPipeline
// Data required for the online initialization
m_DenoiserInitialized = false;
m_OwnenScrambledTexture = rpResources.textures.owenScrambledRGBATex;
- m_PointDistribution = new ComputeBuffer(16 * 2 * 4, sizeof(float));
+ m_PointDistribution = new ComputeBuffer(16 * 4, 2 * sizeof(float));
}
public void Release()
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl
index 2c5800eb51a..394c231820c 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl
@@ -3,22 +3,47 @@
#define SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.SampleLevel(samplerName, coord2, _RayTracingLodBias)
#endif
+#ifdef PLATFORM_SAMPLE_TEXTURE2D
+#undef PLATFORM_SAMPLE_TEXTURE2D
+#define PLATFORM_SAMPLE_TEXTURE2D(textureName, samplerName, coord2) textureName.SampleLevel(samplerName, coord2, _RayTracingLodBias)
+#endif
+
#ifdef SAMPLE_TEXTURE3D
#undef SAMPLE_TEXTURE3D
#define SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.SampleLevel(samplerName, coord3, 0)
#endif
+#ifdef PLATFORM_SAMPLE_TEXTURE3D
+#undef PLATFORM_SAMPLE_TEXTURE3D
+#define PLATFORM_SAMPLE_TEXTURE3D(textureName, samplerName, coord3) textureName.SampleLevel(samplerName, coord3, 0)
+#endif
+
#ifdef SAMPLE_TEXTURECUBE_ARRAY
#undef SAMPLE_TEXTURECUBE_ARRAY
-#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.SampleLevel(samplerName, float4(coord3, index), 0)
+#define SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.SampleLevel(samplerName, float4(coord3, index), 0)
+#endif
+
+#ifdef PLATFORM_SAMPLE_TEXTURECUBE_ARRAY
+#undef PLATFORM_SAMPLE_TEXTURECUBE_ARRAY
+#define PLATFORM_SAMPLE_TEXTURECUBE_ARRAY(textureName, samplerName, coord3, index) textureName.SampleLevel(samplerName, float4(coord3, index), 0)
#endif
#ifdef SAMPLE_TEXTURE2D_ARRAY
#undef SAMPLE_TEXTURE2D_ARRAY
-#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.SampleLevel(samplerName, float3(coord2, index), 0)
+#define SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.SampleLevel(samplerName, float3(coord2, index), 0)
+#endif
+
+#ifdef PLATFORM_SAMPLE_TEXTURE2D_ARRAY
+#undef PLATFORM_SAMPLE_TEXTURE2D_ARRAY
+#define PLATFORM_SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, index) textureName.SampleLevel(samplerName, float3(coord2, index), 0)
#endif
#ifdef SAMPLE_TEXTURECUBE
#undef SAMPLE_TEXTURECUBE
-#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.SampleLevel(samplerName, coord3, 0)
+#define SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.SampleLevel(samplerName, coord3, 0)
+#endif
+
+#ifdef PLATFORM_SAMPLE_TEXTURECUBE
+#undef PLATFORM_SAMPLE_TEXTURECUBE
+#define PLATFORM_SAMPLE_TEXTURECUBE(textureName, samplerName, coord3) textureName.SampleLevel(samplerName, coord3, 0)
#endif
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
index e5fa2c6732d..b55426f5f8b 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs
@@ -182,7 +182,7 @@ public enum FrameSettingsField
/// When enabled, HDRP processes a post-processing render pass for Cameras using these Frame Settings.
[FrameSettingsField(0, displayedName: "Post-process", customOrderInGroup: 18, tooltip: "When enabled, HDRP processes a post-processing render pass for Cameras using these Frame Settings.")]
Postprocess = 15,
- /// When enabled, HDRP render user written post processes.
+ /// When enabled, HDRP renders user written post processes.
[FrameSettingsField(0, displayedName: "Custom Post-process", positiveDependencies: new[] { Postprocess }, customOrderInGroup: 19, tooltip: "When enabled on a Camera, HDRP render user written post processes.")]
CustomPostProcess = 39,
/// When enabled, HDRP replace NaN values with black pixels for Cameras using these Frame Settings.
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/ShaderGraph/Hair.shadergraph b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/ShaderGraph/Hair.shadergraph
index f2419fa42d6..d6cd63c3be0 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/ShaderGraph/Hair.shadergraph
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/ShaderGraph/Hair.shadergraph
@@ -1,5 +1,5 @@
{
- "m_SGVersion": 2,
+ "m_SGVersion": 3,
"m_Type": "UnityEditor.ShaderGraph.GraphData",
"m_ObjectId": "0d4f1785e3f944a281c554a6ec5aac7b",
"m_Properties": [
@@ -74,6 +74,12 @@
}
],
"m_Keywords": [],
+ "m_Dropdowns": [],
+ "m_CategoryData": [
+ {
+ "m_Id": "739d977e4e924b299265e7cd460cc37e"
+ }
+ ],
"m_Nodes": [
{
"m_Id": "e1d3a60351964fcd9ec01e3a99ea3880"
@@ -1272,10 +1278,12 @@
"serializedMesh": {
"m_SerializedMesh": "{\"mesh\":{\"instanceID\":0}}",
"m_Guid": ""
- }
+ },
+ "preventRotation": false
},
"m_Path": "HDRP",
- "m_ConcretePrecision": 0,
+ "m_GraphPrecision": 0,
+ "m_PreviewMode": 2,
"m_OutputNode": {
"m_Id": ""
},
@@ -1293,7 +1301,6 @@
"m_Id": 6,
"m_DisplayName": "B",
"m_SlotType": 1,
- "m_Priority": 2147483647,
"m_Hidden": false,
"m_ShaderOutputName": "B",
"m_StageCapability": 2,
@@ -1330,6 +1337,8 @@
"synonyms": [],
"m_Precision": 0,
"m_PreviewExpanded": true,
+ "m_DismissedVersion": 0,
+ "m_PreviewMode": 0,
"m_CustomColors": {
"m_SerializableColors": []
},
@@ -1362,6 +1371,8 @@
"synonyms": [],
"m_Precision": 0,
"m_PreviewExpanded": true,
+ "m_DismissedVersion": 0,
+ "m_PreviewMode": 0,
"m_CustomColors": {
"m_SerializableColors": []
},
@@ -1415,11 +1426,14 @@
"synonyms": [],
"m_Precision": 0,
"m_PreviewExpanded": false,
+ "m_DismissedVersion": 0,
+ "m_PreviewMode": 0,
"m_CustomColors": {
"m_SerializableColors": []
},
"m_TextureType": 0,
- "m_NormalMapSpace": 0
+ "m_NormalMapSpace": 0,
+ "m_EnableGlobalMipBias": true
}
{
@@ -1429,7 +1443,6 @@
"m_Id": 0,
"m_DisplayName": "Alpha Clip Threshold Depth Prepass",
"m_SlotType": 1,
- "m_Priority": 2147483647,
"m_Hidden": false,
"m_ShaderOutputName": "Out",
"m_StageCapability": 3,
@@ -1447,7 +1460,6 @@
"m_Id": 0,
"m_DisplayName": "Transmission Rim",
"m_SlotType": 1,
- "m_Priority": 2147483647,
"m_Hidden": false,
"m_ShaderOutputName": "Out",
"m_StageCapability": 3,
@@ -1465,7 +1477,6 @@
"m_Id": 0,
"m_DisplayName": "Alpha Clip Threshold",
"m_SlotType": 0,
- "m_Priority": 2147483647,
"m_Hidden": false,
"m_ShaderOutputName": "AlphaClipThreshold",
"m_StageCapability": 2,
@@ -1481,7 +1492,6 @@
"m_Id": 0,
"m_DisplayName": "Tangent",
"m_SlotType": 0,
- "m_Priority": 2147483647,
"m_Hidden": false,
"m_ShaderOutputName": "Tangent",
"m_StageCapability": 1,
@@ -1506,7 +1516,6 @@
"m_Id": 0,
"m_DisplayName": "Specular Tint",
"m_SlotType": 0,
- "m_Priority": 2147483647,
"m_Hidden": false,
"m_ShaderOutputName": "SpecularTint",
"m_StageCapability": 2,
@@ -1521,7 +1530,13 @@
"z": 0.0
},
"m_Labels": [],
- "m_ColorMode": 0
+ "m_ColorMode": 0,
+ "m_DefaultColor": {
+ "r": 0.5,
+ "g": 0.5,
+ "b": 0.5,
+ "a": 1.0
+ }
}
{
@@ -1531,7 +1546,6 @@
"m_Id": 1,
"m_DisplayName": "B",
"m_SlotType": 0,
- "m_Priority": 2147483647,
"m_Hidden": false,
"m_ShaderOutputName": "B",
"m_StageCapability": 3,
@@ -1557,11 +1571,17 @@
"m_GuidSerialized": "439dfb93-a294-4e23-bf72-d387b4bed6fa"
},
"m_Name": "AO Use Lightmap UV",
+ "m_DefaultRefNameVersion": 0,
+ "m_RefNameGeneratedByDisplayName": "",
"m_DefaultReferenceName": "Boolean_9609B74F",
"m_OverrideReferenceName": "_LightmapUV",
"m_GeneratePropertyBlock": true,
+ "m_UseCustomSlotLabel": false,
+ "m_CustomSlotLabel": "",
+ "m_DismissedVersion": 0,
"m_Precision": 0,
- "m_GPUInstanced": false,
+ "overrideHLSLDeclaration": false,
+ "hlslDeclarationOverride": 0,
"m_Hidden": false,
"m_Value": false
}
@@ -1592,6 +1612,8 @@
"synonyms": [],
"m_Precision": 0,
"m_PreviewExpanded": true,
+ "m_DismissedVersion": 0,
+ "m_PreviewMode": 0,
"m_CustomColors": {
"m_SerializableColors": []
},
@@ -1607,7 +1629,6 @@
"m_Id": 0,
"m_DisplayName": "Rim Transmission Intensity",
"m_SlotType": 0,
- "m_Priority": 2147483647,
"m_Hidden": false,
"m_ShaderOutputName": "RimTransmissionIntensity",
"m_StageCapability": 2,
@@ -1651,6 +1672,8 @@
"synonyms": [],
"m_Precision": 0,
"m_PreviewExpanded": false,
+ "m_DismissedVersion": 0,
+ "m_PreviewMode": 0,
"m_CustomColors": {
"m_SerializableColors": []
}
@@ -1663,7 +1686,6 @@
"m_Id": 0,
"m_DisplayName": "A",
"m_SlotType": 0,
- "m_Priority": 2147483647,
"m_Hidden": false,
"m_ShaderOutputName": "A",
"m_StageCapability": 3,
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},
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@@ -6511,6 +6719,7 @@
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@@ -7112,18 +7335,24 @@
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},
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@@ -7183,7 +7410,7 @@
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