Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[HDRP] Merge Hd/bugfix #4731

Merged
merged 28 commits into from
May 31, 2021
Merged
Show file tree
Hide file tree
Changes from 1 commit
Commits
Show all changes
28 commits
Select commit Hold shift + click to select a range
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
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Prev Previous commit
Next Next commit
Display Info Box when MSAA + ray tracing is onr (#4627)
* Show info box when ray tracing is enabled.

* Changelog

* Move below MSAA

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
  • Loading branch information
FrancescoC-unity and sebastienlagarde committed May 26, 2021
commit f49b7103e04534e64d4934195c845401e8b90997
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 @@ -278,6 +278,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Global Camera shader constants are now pushed when doing a custom render callback.
- Splited HDProjectSettings with new HDUserSettings in UserProject. Now Wizard working variable should not bother versioning tool anymore (case 1330640)
- Removed redundant Show Inactive Objects and Isolate Selection checkboxes from the Emissive Materials tab of the Light Explorer (case 1331750).
- Display an info box and disable MSAA asset entry when ray tracing is enabled.

## [11.0.0] - 2020-10-21

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -147,6 +147,7 @@ public class Styles
public static readonly GUIContent supportedRayTracingMode = EditorGUIUtility.TrTextContent("Supported Ray Tracing Mode (Preview)");
public static readonly GUIContent rayTracingUnsupportedWarning = EditorGUIUtility.TrTextContent("Ray tracing is not supported on your device. Please refer to the documentation.");
public static readonly GUIContent rayTracingDX12OnlyWarning = EditorGUIUtility.TrTextContent("Ray tracing is currently only supported on DX12.");
public static readonly GUIContent rayTracingMSAAUnsupported = EditorGUIUtility.TrTextContent("When Ray tracing is enabled in asset, MSAA is not supported. Please refer to the documentation.");
public static readonly GUIContent maximumLODLevel = EditorGUIUtility.TrTextContent("Maximum LOD Level");
public static readonly GUIContent LODBias = EditorGUIUtility.TrTextContent("LOD Bias");
public static readonly GUIContent supportProbeVolumeContent = EditorGUIUtility.TrTextContent("Enable", "When enabled, HDRP allocates Shader variants and memory for probe volume based GI. This allows you to use probe volumes in your Unity Project.");
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1138,17 +1138,26 @@ static void Drawer_SectionRenderingUnsorted(SerializedHDRenderPipelineAsset seri
// MSAA is an option that is only available in full forward but Camera can be set in Full Forward only. Thus MSAA have no dependency currently
//Note: do not use SerializedProperty.enumValueIndex here as this enum not start at 0 as it is used as flags.
bool msaaAllowed = true;
bool hasRayTracing = false;
for (int index = 0; index < serialized.serializedObject.targetObjects.Length && msaaAllowed; ++index)
{
var litShaderMode = (serialized.serializedObject.targetObjects[index] as HDRenderPipelineAsset).currentPlatformRenderPipelineSettings.supportedLitShaderMode;
msaaAllowed &= litShaderMode == SupportedLitShaderMode.ForwardOnly || litShaderMode == SupportedLitShaderMode.Both;
var settings = (serialized.serializedObject.targetObjects[index] as HDRenderPipelineAsset).currentPlatformRenderPipelineSettings;
var litShaderMode = settings.supportedLitShaderMode;
bool rayTracedSupported = settings.supportRayTracing;
hasRayTracing |= rayTracedSupported;
msaaAllowed &= (litShaderMode == SupportedLitShaderMode.ForwardOnly || litShaderMode == SupportedLitShaderMode.Both) && !rayTracedSupported;
}

using (new EditorGUI.DisabledScope(!msaaAllowed))
{
++EditorGUI.indentLevel;
EditorGUILayout.PropertyField(serialized.renderPipelineSettings.MSAASampleCount, Styles.MSAASampleCountContent);
--EditorGUI.indentLevel;
}
if (hasRayTracing && serialized.renderPipelineSettings.MSAASampleCount.intValue != (int)MSAASamples.None)
{
EditorGUILayout.HelpBox(Styles.rayTracingMSAAUnsupported.text, MessageType.Info, wide: true);
}

EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportMotionVectors, Styles.supportMotionVectorContent);
EditorGUILayout.PropertyField(serialized.renderPipelineSettings.supportRuntimeDebugDisplay, Styles.supportRuntimeDebugDisplayContent);
Expand Down