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Fixed range fields for depth of field #6285

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merged 160 commits into from
Nov 25, 2021
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adrien-de-tocqueville
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Purpose of this PR

https://fogbugz.unity3d.com/f/cases/1376609/

Added checks to prevent far being lower than near and the other way around

dof-range


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see the gif aboce


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pmavridis and others added 30 commits May 26, 2021 19:23
* Fix AxF debug output in certain configurations.

* Update comment
* Fix white flash

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Show info box when ray tracing is enabled.

* Changelog

* Move below MSAA

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…phics Compositor enabled (#4593)

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* Reconstruct jittered projection matrix far plane (for Infinite )

* Changelog

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…DRP's lifecycle. (#4688)

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* Fix overdraw in custom pass utils blur function

* Updated changelog

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* Fix

* changelog

* Force sync compilation for TAA

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…side is updated. (case 1335737, related to 1314040) (#4691)

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…ing only the RTSSS Data (case 1332904). (#4626)

* Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904).

* Add test scene

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…e refraction and probe refraction (#4653)

* Delete the second transmittance mul

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#4636)

* Initialize the shading normal to a non-zero value for anisotropy

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* Fix VfX lit particle aov output color space

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* Fixed issue with transparent unlit.

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* Reverted accidental change to default mtl.

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* Fix

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…cal volumetric fog volume (#4728)

* Fixed nullref when deleting the 3D mask of a density volume (case 1339330)

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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Looking at your video capture, it's nice that the end value of a range can't be smaller than the start value, but is it expected that the start of near can be higher than the end (and start) of far ?

@adrien-de-tocqueville
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Looking at your video capture, it's nice that the end value of a range can't be smaller than the start value, but is it expected that the start of near can be higher than the end (and start) of far ?

i don't know, @pmavridis does it make sense ?

@JulienIgnace-Unity
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I guess it does make sense. Probably harmless to do it too.

@adrien-de-tocqueville
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yeah so i checked it's done anyway when preparing parameters for rendering so no issue.
Added necessary checks so that all orders are respected but only checking overriden parameters

@pmavridis
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pmavridis commented Nov 18, 2021

is it expected that the start of near can be higher than the end (and start) of far ?

I think that preventing this in the UI makes it clear for the users how to use the feature (overlapping near/far ranges does not make much sense in practice), so it's good that we have added the extra check in the code. The PR looks good to me now.

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Tested and everything seems to work fine :)

@sebastienlagarde sebastienlagarde changed the base branch from hd/bugfix to master November 25, 2021 13:52
@sebastienlagarde sebastienlagarde merged commit 225165a into master Nov 25, 2021
@sebastienlagarde sebastienlagarde deleted the hd/fix-range-dof branch November 25, 2021 13:54
sebastienlagarde added a commit that referenced this pull request Dec 9, 2021
* - Fixed edges and ghosting appearing on shadow matte due to the shadow being black outside the range of the light (case 1371441). #6279

* Fixed interpolation issue with wind orientation (case 1379841). #6284

* Fixed range fields for depth of field #6285

* [Core] Fix XR support in CoreUtils.Drawfullscreen #6287

* ** Fixing DLSS failing when MV are disabled ** (#6292)

* Using texture types instead of RenderTexture types for DLSSPass

* Changelog

* Formatting

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [Fix] Lens Flare visible when being behind a camera with Panini Projection on (case 1370214) (#6293)

* Fix panini for LensFlare

* Add changelog

* Update CHANGELOG.md

* Fixed the ray tracing acceleration structure build marker not being included in the ray tracing stats (case 1379383). #6277

* [HDRP] Remove alpha from local volumetric fog color field #6310

* [HDRP] Changed default numbder of physically based sky bounce from 8 to 3 #6304

* [HDRP] Improve decal performances when they use different material and the same draw order. #6303

* [HDRP] Update reference screenshots #6404

* Fixed Nans happening due to volumetric clouds when the pixel color is perfectly black (case 1379185). #6311

* Fixed missing information in the tooltip of affects smooth surfaces of the ray traced reflections denoiser (case 1376918). #6321

* Physically Based Sky documentation now mentions the warmup cost explicitly (#6323)

* Physically Based Sky documentation now mentions the warmup cost explicitly.

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Reviewed PR #6031 (#6340)

* Reviewed PR #6031

Also generally improved this doc, fixed typos and added screenshots.

* Apply formatting changes

Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>

* Fix preview scene objects marked dirty by migration #6361

* [HDRP][Path Tracing] Fixed PS5 build compilation warnings #6362

* Fix compil issue

* Apply formatting changes

* Update VisualEnvironment.cs

* Fix HDRP warning (#6396)

* [HDRP][Metal]

* Update reference screenshots sky

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