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Scene exposure override #889

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merged 5 commits into from
Jun 17, 2020
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FrancescoC-unity
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Add an option to override the exposure in the scene view

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This will force a fixed exposure and set the value of said fixed exposure to the one specified in the scene view camera properties.

@FrancescoC-unity FrancescoC-unity changed the title Scene exposure override Scene exposure override [DON'T MERGE] Jun 12, 2020
@FrancescoC-unity FrancescoC-unity changed the title Scene exposure override [DON'T MERGE] Scene exposure override Jun 12, 2020
@Lex4art
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Lex4art commented Jun 14, 2020

Maybe attaching a small post-processing volume (1x1x1m) to the camera with max priority and desired fixed exposure settings in it will do the job?

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Checked:

  • Scene exposure works correctly and gives identical results to Fixed Exposure with similar values
  • Not possible to go beyond the clamped range
  • Settings are preserved between Unity launches
  • Launching empty builtin project with preserved exposure settings has no issues

All good ✅
Note: Unfortunately you can't have unique exposure settings (or any other HDRP scene setting) between multiple scene views but it's known and related to core.

@sebastienlagarde sebastienlagarde merged commit eedfe69 into HDRP/staging Jun 17, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/exposure-override branch June 17, 2020 10:13
sebastienlagarde added a commit that referenced this pull request Jun 18, 2020
* Adding purge of unused resources in render graph. (#872)

* First round of auto-exposure docs updates (#858)

* start of volume docs (need switching branch)

* moar docs

* Reviewed exposure override

* Reviewed render pipeline debug window doc and changed some formatting

* Changed html links to md

* Update HDRP-Camera.md

* Removed rogue space

* Small changes to the exposure page

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix depth offset and transparent motion vector for unlit transparent (#896)

* Fix depth offset and transparent motion vector for unlit transparent

* cleanup and fix the shadow pre/post alpha clip

* Fixed an exception occuring when a camera doesn't have an HDAdditionalCameraData (1254383). (#846)

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

* Fix Generates Include command issue with Physically Based Sky (#908)

* Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool

* Update ShaderVariablesPhysicallyBasedSky.cs.hlsl

* Fix ray tracing with XR single-pass (#891)

* removed warnings related to ray binning in XR

* fix RenderRayTracedReflections with XR

* add errors if Path Tracing is used with XR single-pass

* add missing shader macros

* add entry to changelog

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

* Hdrp/clean shader stacks fields (#906)

* Cleanup the HD fields

* Fix distortion appearing two times in the UI

* Pbr sky fixes metal (#911)

* Split GenerateHLSL code from PhysicallyBasedSkyRenderer in a separate file to fix Generator Includes tool

* Update ShaderVariablesPhysicallyBasedSky.cs.hlsl

* Fix constant buffer layout for physically based sky
    - Update Vector3 to Vector4 to reflect actual padding/layout for non-DX
      platforms (both are 16 bytes in the shader space, but 12 bytes in C#)
    - Updates to shader code to reference only the float3 data being set up

* Update references screenshots

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

* Cleaun shader config for shadow (#917)

* Move HDShadowFilteringQuality to main package as it is not used anymore

* Update Upgrading-from-2020.1-to-2020.2.md

* Add comment for _IncludeIndirectLighting for emissive mesh and clean ShaderPas template code

* Fix shader warning

* Fix shader config in DXR projects

* Fix warnings (#920)

* Enable render graph test (#873)

* re revert the PR

* Fixed planar probes with render graph.

* Fixed an issue with msaa resolve pass when movecs aren't enabled.

Co-authored-by: Julien Ignace <julien@unity3d.com>

* Add light layer on indirect lighting controller (#777)

* Add support for reflection controller.

* Fix compilation

* Fixed compilation issue and naming

* Fixed compilation issue and naming

* Update IndirectLightingControllerEditor.cs

* Update CHANGELOG.md

* Update Override-Indirect-Lighting-Controller.md

* Update Override-Indirect-Lighting-Controller.md

* Update Override-Indirect-Lighting-Controller.md

* Update. Indirect controller also affect planar

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

* Update IndirectLightingController.cs

* Compute shader stripping (#919)

* Compute shader stripping

* changelog

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

* Enable DXR automated tests for XR (#915)

* disable unsupported dxr tests in xr

* enable dxr tests in xr on Yamato

* add HDRP_DXR playmode_XR to ABV

* Change guards around ESRAM code  (#922)

* Change unity version guards for ESRAM

* move commas

* Bump min version (#923)

* Add a comment about packing float3/float4

* Added Opaque Cull Mode option for materials and ShaderGraph (#918)

* Added the CullMode property for opaque objects

* Updated changelog

* Updated Opaque 8101 test

* Fix SG preview and settings indent level

* Add culmode opaque unlit

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

* Add test scene for SG vertex normal & tangent (#905)

* Add test scene for vertex normal and vertex tangent

* Add references images for other API

* Updated the 2020.1 upgrade guide for custom pass volumes (#924)

* HDRP Upgrade documentation for terrain new upgrade path (#901)

* Upgrading documentation update

* Typo

* Added link to Terrain class

* Fix warning in HDAdditionalLightData OnValidate (#885)

* fix warning in HDAdditionalLightData OnValidate

* Changelog

* Avoid calling update

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

* [10.x.x@ Update screenshots of test 8101 Opaque for HDRP test for Linux and Win Vulkank

* Add the list of HDRP forbidden keywords in SG blackboard (#926)

* Add the list of forbidden keywords to use in SG blackboard in the doc

* Update Customizing-HDRP-materials-with-Shader-Graph.md

* Update Customizing-HDRP-materials-with-Shader-Graph.md

* Add [MainColor] and [MainTexture] on property (#939)

* Scene exposure override (#889)

* Scene Exposure Override

* Changelog

* better changelog

* fix

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

* Exposure curve remapping can specify curves for min/max limits (#882)

* Port code

* changelog

* Revert HDRP asset

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

* IES Code path refactoring to support multiple SRP (#929)

* Refactor

* Refacto to support multiple SRPs

* Missing doc + Re-enable PreviewGUI in the Inspector

* Add Icons for IES Profiles

* Rename Compositor to Graphics Compositor (#950)

* Rename (HDRP) Compositor to Graphics Compositor

* Missed a few occurancies

* Ray traced reflection presets and fixes (#912)

* - Fixed a bug related to denoising ray traced reflections.
- Added presets for ray traced reflections.

* Testing the asset of the ray tracing usage parameters in ssr

* Mistake in history rejection for RTR

* Only use one texture for ray traced reflection upscaling
Adjust the upscale radius based on the roughness value

* Adjusted the preset values

* Updating the screenshots after changing the upscale radius metric.

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

* Fixed a warning in the ray tracing ambient occlusion compute shader. (#953)

* - Fixed a warning in the ray tracing ambient occlusion compute shader.

* Update CHANGELOG.md

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

* - Changed the way the filter size is decided for directional, point and spot shadows (#951)

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

* Various code cleanup in HDRP indirect diffuse lighting + Start remove macro RAYTRACING (#937)

* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup

* Final Image Histogram Debug View (#887)

* Final image histogram ported

* changelog

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

* Cleanup area shadow code and Macro + remove more Raytracing macro (#945)

* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup

* Clean area shadow code and remove usless macro

* update shader config files for projects

* Better naming for SKIP_RASTERIZED_AREA_SHADOWS

* Update Upgrading-from-2020.1-to-2020.2.md

* remove useless comment

* HDRP: Fix shader warning in RaytracingAmbientOcclusion.compute

* HDRP: Fix standalone build (Break in Exposure scene settings PR)

* HDRP: Update HDRenderPipeineResources.asset not up to date

* Cleanup HAVE_RECURSIVE_RENDERING usage (#958)

* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup

* Clean area shadow code and remove usless macro

* update shader config files for projects

* Better naming for SKIP_RASTERIZED_AREA_SHADOWS

* Update Upgrading-from-2020.1-to-2020.2.md

* remove useless comment

* cleanup have deferred rendering

* Move Screen Space Shadow to multicompile and remove config requirement for DXR (#960)

* Change code to have a indirectDiffuseMode and start to clean RaytracingMacro

* Little extra cleanup

* Clean area shadow code and remove usless macro

* update shader config files for projects

* Better naming for SKIP_RASTERIZED_AREA_SHADOWS

* Update Upgrading-from-2020.1-to-2020.2.md

* remove useless comment

* cleanup have deferred rendering

* Clean RaytracingIndirectDiffuse.compute code

* Move screen space shadow to a multicompile + remove Raytracing macro

* Remove config package from DXR Test

Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Jesse Barker <jesseb@unity3d.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
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