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[HDRP] Disable DoF for orthographic cameras #6124
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
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Thanks for the proper description for this simple fix !
Testing looks good enough for me ! ✔️
Note: Need to update the reference screenshots for this PR. Turns out that 5 tests were using an ortho camera to show render-to-texture results, and DoF was not only applied in the RTO scene but also on the ortho quad + UI text! |
Let me known when your yamato hits green. We can merge this bad boy. |
The Metal failure is a known unrelated issue/instability (https://fogbugz.unity3d.com/f/cases/1362704/). |
* Increasing HDRP fined pruned light tile count to 63. #5771 * Fix Upscaled Film Grain & Dither in HDRP (#6111) When using particular types of upscaling, (CAS, FSR, Catmull) the film grain quality produced by HDRP was lower than expected. This was caused by errors in the UV scale calculations for the grain texture. This change fixes the issue by modifying the scale calculations to use the final viewport size rather than the size of the current scaled/unscaled viewport. This works because film grain is always handled by "FinalPass" which always renders at final viewport size anyways. This change also fixes a few cases where the current resolution group would have been incorrect when CAS or FSR were being used as the upscaling method. * Update CHANGELOG.md * Fix regression that was introduced in a previous PR on the diffuse denoiser #6119 * Fix Light Loop Variant Warnings (1372256) #6135 * Bump the HDRP Template IET Framework Package Version #6134 * Update ray tracing and path tracing docs regarding custom interpolator limitations (#6126) * [HDRP] Disable DoF for orthographic cameras #6124 * update occlusion radius for directional light sample (#6154) Co-authored-by: Sean Puller <sean.puller@unity3d.com> * Clean up Public API Documentation #6151 * Fix Sky override not taken into account #6127 * [Fogbugz # 1372245] Hdrp/drs fixing pyramid blur #6136 * Improved Area Light Support for Hair (#6157) * Initial commit MRP implementation * Barn door application * Add dominant marschner lobe direction skeleton * Finalize rect light MRP for marschner, handle forward + backward hemisphere scattering. * Force pathtracer to far-field in case users use geometry with bad normals. * com.unity.render-pipelines.high-definition/Runtime/Material/Hair/MultipleScattering/HairMultipleScattering.hlsl * Fix SH ringing for multiple scattering * Add trivial support for cookies * Add Kajiya support for area light approximation (non-LTC) * remove Line area light MRP for now * Remove area rect reference * Update area light hair test scene and reference images * Select cookie mip based on solid angle, rename some functions, temporarily add back rect ref * Remove the useless div-by-1 and add a comment to explain the removal of the divide by PI * Add a comment to further explain the normalization we do on the longitudinal distribution * Remove the ref once again * Update test images for metal and vulkan * Add a zero-div guard to silence compiler warning * Update CHANGELOG.md * [HDRP][Path Tracing] Exposed 3 methods related to path tracing and accumulation. #6197 * [HDRP] Fix infitnite material import loop materials #6185 * fixed typo: users -> uses (#6162) * Don't blur if nothing to blur (saves memory due to RG) (#6183) * Fix local fog volumes z axis calculation #6068 * fixed passive voice (#6092) * Fixed grammar errors * fixed passive voice in decal doc * Update Decal.md * Update Decal.md * Update Decal.md * AxF Raytracing: fix performance mode distillation that was broken and removed in #9d6db83478c213bc066e5f728d94b7faa6662543 (#6104) * Add scale parameter in eye shader #6132 * updated Override Fog page (#6200) * updated fog override screenshot * changed Depth Extent to Volumetric Fog Distance * Fix missing pragma (#6204) * [HDRP] Fix custom pass motion vector texture access #6205 * Fix typo in MipBias tooltip in HDRenderPipelineUI.Skin (#6210) * Replace gizmos FindObjectsOfType with list registrations to avoid constant slowdown in large scenes. Merged editor guards blocks. (#6168) * [HDRP] Fix APV tooltip for Geometry Distance Offset (#6150) * Update tooltip * Update ProbeVolumeUI.Skin.cs * Fixed the point distribution for the diffuse denoiser sometimes not being properly intialized. #6194 * Fixed the bad blending between the sun and the clouds (case 1373282). #6193 * Fix shadow mask fade and optimize it at same time (#6083) * [HDRP][Path Tracing] Minor fix for SSS when combined with fog (#6215) * Minor fix for SSS + fog. * Comments. * Update 1401_HairGraph_Area_Light.png * update screenshots Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: gmitrano-unity <89797527+gmitrano-unity@users.noreply.github.com> Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com> Co-authored-by: John Parsaie <johnpa@unity3d.com> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: Sean Puller <43151199+SeanPuller@users.noreply.github.com> Co-authored-by: Sean Puller <sean.puller@unity3d.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com> Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com> Co-authored-by: slunity <37302815+slunity@users.noreply.github.com> Co-authored-by: James-Burr-Unity <61244495+James-Burr-Unity@users.noreply.github.com> Co-authored-by: Torbjorn Laedre <271210+tlaedre@users.noreply.github.com>
Purpose of this PR
https://fogbugz.unity3d.com/f/cases/1372582/
DoF computations are based on the perspective projection settings. When using Orthographic cameras DoF should be disabled, but we were still using the hidden (from the UI) perspective settings to do the computations.
Testing status
@Unity-Technologies/gfx-qa-hdrp : This is a simple fix, we can pair-test it if you want.
Comments to reviewers
This is a potential change of behavior for projects that were based on the old behavior (doing DoF with the hidden perspective settings even for ortho cameras). I don't expect that this will affect many projects, but I think it's better to not backport this fix.