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[HDRP] Merge Hd/bugfix #4731

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merged 28 commits into from
May 31, 2021
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5945333
[HDRP] Fix AxF debug output in certain configurations (#4641)
pmavridis May 26, 2021
64a6c13
Fix SSR accumulation white flash (#4648)
FrancescoC-unity May 26, 2021
f49b710
Display Info Box when MSAA + ray tracing is onr (#4627)
FrancescoC-unity May 26, 2021
05cc16a
Fix distortion when resizing the window in player builds with the Gra…
pmavridis May 28, 2021
2325e3f
Add support for the camera bridge in the graphics compositor (#4599)
pmavridis May 28, 2021
c09379f
Merge branch 'master' into hd/bugfix
sebastienlagarde May 28, 2021
b5962c9
Fix Jittered Project Matrix Infinite Far Clip Plane (#4638)
johnpars May 29, 2021
77b6b7f
Fixed a memory leak related to not disposing of the RTAS at the end H…
anisunity May 29, 2021
bf941a9
Fix custom pass utils Blur + Copy overdraw. (#4623)
alelievr May 29, 2021
806dfbe
Fix draw procedural invalid pass idx 1 on first template load (#4632)
FrancescoC-unity May 29, 2021
88779ea
Changed light reset to preserve type (#4624)
adrien-de-tocqueville May 29, 2021
30fffd5
Revert "Add support for the camera bridge in the graphics compositor …
sebastienlagarde May 29, 2021
aabbb4b
AxF carpaint: Fix a compilation issue on Vulkan until the cpp HLSLcc …
slunity May 29, 2021
dfdb311
Revert "Revert "Add support for the camera bridge in the graphics com…
sebastienlagarde May 29, 2021
891fda0
revert: Fix distortion when resizing the window in player builds with…
sebastienlagarde May 29, 2021
7b17e06
Merge branch 'master' into hd/bugfix
sebastienlagarde May 29, 2021
32df1bf
Merge branch 'master' into hd/bugfix
sebastienlagarde May 29, 2021
8fd1108
Fixed the ray traced sub subsurface scattering debug mode not display…
anisunity May 29, 2021
0032b9c
Fix for discrepancies in saturation and intensity between screen spac…
FrancescoC-unity May 29, 2021
41716f0
Fix a Divide-by-Zero Warning for some Anisotropic Models (Fabric, Lit…
johnpars May 29, 2021
333c800
[HDRP] Fix VfX lit particle AOV output color space (#4646)
pmavridis May 29, 2021
809316c
[HDRP][Path Tracing] Fixed transparent unlit (#4605)
eturquin May 31, 2021
7b1ad29
Merge branch 'master' into hd/bugfix
sebastienlagarde May 31, 2021
08a578d
Fix distortion with MSAA (#4711)
sebastienlagarde May 31, 2021
3c418c0
Fix contact shadow debug views (#4720)
FrancescoC-unity May 31, 2021
352f65d
Update Decal-Projector.md (#4695)
adrien-de-tocqueville May 31, 2021
acc5073
[HDRP] Fixed nullref when deleting the texture asset assigned in a lo…
alelievr May 31, 2021
fd54a00
Merge branch 'master' into hd/bugfix
sebastienlagarde May 31, 2021
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Revert "Revert "Add support for the camera bridge in the graphics com…
…positor (#4599)""

This reverts commit 30fffd5.
  • Loading branch information
sebastienlagarde committed May 29, 2021
commit dfdb31169cb371a77e4d50e21ebb9d5ef494889b
1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -62,6 +62,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added support for tessellation for all master node in shader graph.
- Added ValidateMaterial callbacks to ShaderGUI.
- Added support for internal plugin materials and HDSubTarget with their versioning system.
- Added support for the camera bridge in the graphics compositor

### Fixed
- Fixed Intensity Multiplier not affecting realtime global illumination.
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Original file line number Diff line number Diff line change
Expand Up @@ -802,12 +802,39 @@ void CustomRender(ScriptableRenderContext context, HDCamera camera)

if (camera.camera.targetTexture)
{
// When rendering to texture (or to camera bridge) we don't need to flip the image.
// If this matrix was used for the game view, then the image would appear flipped, hense the name of the variable.
m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped;
ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal);
cmd.Blit(null, camera.camera.targetTexture, m_Material, m_Material.FindPass("ForwardOnly"));

var recorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera.camera);
if (recorderCaptureActions != null)
{
for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();)
{
recorderCaptureActions.Current(camera.camera.targetTexture, cmd);
}
}
}
else
{
var recorderCaptureActions = CameraCaptureBridge.GetCaptureActions(camera.camera);

if (recorderCaptureActions != null)
{
m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrixFlipped;
cmd.SetInvertCulling(true);
ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal);
cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly"));
for (recorderCaptureActions.Reset(); recorderCaptureActions.MoveNext();)
{
recorderCaptureActions.Current(BuiltinRenderTextureType.CameraTarget, cmd);
}
cmd.SetInvertCulling(false);
}

// When we render directly to game view, we render the image flipped up-side-down, like other HDRP cameras
m_ShaderVariablesGlobalCB._ViewProjMatrix = m_ViewProjMatrix;
ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal);
cmd.Blit(null, BuiltinRenderTextureType.CameraTarget, m_Material, m_Material.FindPass("ForwardOnly"));
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