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ShaderGraph Fullscreen Target #6943
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… is compatible with current RP
I'm concerned that there are changes in here for the built-in target, but I don' t see any tests to support updates to the built-in target (possible I missed something with all of the changes). |
To add on to that, I was under the impression that built-in support was getting dropped? |
@esmelusina @jessebarker Thanks there were some remaining bits that I needed to revert for builtin. And yes we decided to remove the builtin implementation, for now, we'll see if we add it back later in a 2nd PR |
# Conflicts: # TestProjects/HDRP_Tests/Assets/HDRPDefaultResources/HDRenderPipelineGlobalSettings.asset # com.unity.render-pipelines.high-definition/Documentation~/whats-new-13.md
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Testing status:
- Verified the leftover logged issues
- Validated with Antoine that CRT actually works correctly when texture is initialized
- Tested fullscreen test project builds on Xbox and @JMargevics tested PS4. Xbox works correctly
PS4 freezes on some scenes. Need to investigate freezes a bit to be sure this is not caused by the fullscreen target.
I'm under the impression that it will not need to be added back in at all, though please verify with us beforehand to save any extra trouble there. |
com.unity.shadergraph/Editor/Generation/Targets/CustomRenderTexture/CustomTextureNodes.cs
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Jans rechecked PS4. Freezes are unrelated - caused missing script component. However I'm running into a new issue where displaying result of Custom Color Buffer stretches the view when Planar Probe is in view. 2022-02-17.17-15-15.mp4 |
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Looks good; any details on the manual testing coverage going on forward?
...ity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSampleBufferNode.cs
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...ity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSampleBufferNode.cs
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...ity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSampleBufferNode.cs
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@@ -49,6 +49,9 @@ public partial class HDRenderPipeline | |||
// Be careful, ComputePackedMipChainInfo needs the render texture size and not the viewport size. Otherwise it would compute the wrong size. | |||
hdCamera.depthBufferMipChainInfo.ComputePackedMipChainInfo(RTHandles.rtHandleProperties.currentRenderTargetSize); | |||
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// Bind the depth pyramid offset info for the HDSceneDepth node in ShaderGraph. This can be used by users in custom passes. | |||
commandBuffer.SetGlobalBuffer(HDShaderIDs._DepthPyramidMipLevelOffsets, hdCamera.depthBufferMipChainInfo.GetOffsetBufferData(m_DepthPyramidMipLevelOffsetsBuffer)); |
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@JulienIgnace-Unity for awareness
com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl
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@esmelusina Did you look at the test document @TomasKiniulis made? https://unity.okta.com/app/unitytechnologies_confluence_1/exk6c576bcfmEyqsS2p7/sso/saml |
Purpose of this PR
Introduce the Fullscreen ShaderGraph target feature. This PR represents the work on all 3 render pipelines, thus replacing these 3 PRs: #6110, #6142, and #6141
Useful links:
JIRA: https://jira.unity3d.com/browse/HDRP-99
Test doc: https://confluence.unity3d.com/pages/viewpage.action?spaceKey=HDRP&title=Fullscreen+Target
Original design doc: https://docs.google.com/document/d/1SOK6SsQhH6DvBby_K3f9O0M3sligYDygxBdceNXVejQ/edit
Documentation (all pipelines): https://docs.google.com/document/d/1-BrUqaZaU6J1xIAeivfI2pipq5UU5ff30V1TfAIoZ8Y/edit#heading=h.mfblxnptiedt
ShaderGraph only documentation: https://docs.google.com/document/d/1hnuSH4uOZt5GLNNr_i1ZShQOPn9FoKwu6ZU437OijZo/edit#heading=h.g99rfupk8j0g
HDRP only documentation: https://docs.google.com/document/d/1-N9K6dlxnQNs9LXEa4VZJsceozvizYXuBMTnOv15RVU/edit#heading=h.xjzd87l8xj31
Custom Render Texture documentation: https://docs.google.com/document/d/1Fh_1VgqWWBR4fRDwdzxlcezD6USJU6dOsxVWGa_4Tcs/edit#heading=h.n33sfzb6wrwn
ABV: https://yamato.cds.internal.unity3d.com/jobs/902-Graphics/tree/sg%252Ffullscreen-target/.yamato%252F_abv.yml%2523all_project_ci_trunk/11321133/job