diff --git a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs index 245fb5c2547..6c00db09336 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeGIBaking.cs @@ -1413,11 +1413,14 @@ static void ApplyPostBakeOperations() if (m_BakingSet.hasDilation) { // This subsequent block needs to happen AFTER we call WriteBakingCells. - // Otherwise in cases where we change the spacing between probes, we end up loading cells with a certain layout in ForceSHBand + // Otherwise, in cases where we change the spacing between probes, we end up loading cells with a certain layout in ForceSHBand // And then we unload cells using the wrong layout in PerformDilation (after WriteBakingCells updates the baking set object) which leads to a broken internal state. // Don't use Disk streaming to avoid having to wait for it when doing dilation. probeRefVolume.ForceNoDiskStreaming(true); + // Increase the memory budget to make sure we can fit the current cell and all its neighbors when doing dilation. + var prevMemoryBudget = probeRefVolume.memoryBudget; + probeRefVolume.ForceMemoryBudget(ProbeVolumeTextureMemoryBudget.MemoryBudgetHigh); // Force maximum sh bands to perform baking, we need to store what sh bands was selected from the settings as we need to restore it after. var prevSHBands = probeRefVolume.shBands; probeRefVolume.ForceSHBand(ProbeVolumeSHBands.SphericalHarmonicsL2); @@ -1428,8 +1431,9 @@ static void ApplyPostBakeOperations() using (new BakingCompleteProfiling(BakingCompleteProfiling.Stages.PerformDilation)) PerformDilation(); - // Need to restore the original state + // Restore the original state. probeRefVolume.ForceNoDiskStreaming(false); + probeRefVolume.ForceMemoryBudget(prevMemoryBudget); probeRefVolume.ForceSHBand(prevSHBands); } else diff --git a/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/.buginfo b/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/.buginfo index d595eb6c6aa..24a842b92f3 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/.buginfo +++ b/Packages/com.unity.render-pipelines.core/Editor/PostProcessing/.buginfo @@ -1 +1 @@ -area: Post-processing and UI Features \ No newline at end of file +area: Post-processing and Compositing \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs b/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs index 764d44b06e2..cfbdae31bce 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Common/DynamicArray.cs @@ -685,8 +685,7 @@ public static class DynamicArrayExtensions } } - // C# SUCKS - // Had to copy paste because it's apparently impossible to pass a sort delegate where T is Comparable, otherwise some boxing happens and allocates... + // A copy/paste because it's apparently impossible to pass a sort delegate where T is Comparable, otherwise some boxing happens and allocates... // So two identical versions of the function, one with delegate but no Comparable and the other with just the comparable. static int Partition(Span data, int left, int right, DynamicArray.SortComparer comparer) where T : new() { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentBatcher.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentBatcher.cs index dfc25d400ad..2a3c5227cae 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentBatcher.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/GPUResidentBatcher.cs @@ -196,12 +196,7 @@ private void UpdateRendererInstancesAndBatches(in GPUDrivenRendererGroupData ren Profiler.BeginSample("InstanceCullingBatcher.BuildBatch"); { - m_InstanceCullingBatcher.BuildBatch( - instances, - rendererData.materialID, - rendererData.meshID, - rendererData, true); - + m_InstanceCullingBatcher.BuildBatch(instances, rendererData, true); } Profiler.EndSample(); @@ -234,15 +229,11 @@ private void UpdateRendererBatches(in GPUDrivenRendererGroupData rendererData, I Profiler.BeginSample("InstanceCullingBatcher.BuildBatch"); { - m_InstanceCullingBatcher.BuildBatch( - instances.AsArray(), - rendererData.materialID, - rendererData.meshID, - rendererData, false); - instances.Dispose(); + m_InstanceCullingBatcher.BuildBatch(instances.AsArray(), rendererData, false); } Profiler.EndSample(); + instances.Dispose(); } Profiler.EndSample(); } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs index ff4cd2a3bb2..75378aee01c 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCullingBatcher.cs @@ -8,11 +8,6 @@ using Unity.Burst; using UnityEngine.Profiling; -[assembly: RegisterGenericJobType(typeof(UnityEngine.Rendering.RegisterNewInstancesJob))] -[assembly: RegisterGenericJobType(typeof(UnityEngine.Rendering.RegisterNewInstancesJob))] -[assembly: RegisterGenericJobType(typeof(UnityEngine.Rendering.FindNonRegisteredInstancesJob))] -[assembly: RegisterGenericJobType(typeof(UnityEngine.Rendering.FindNonRegisteredInstancesJob))] - namespace UnityEngine.Rendering { internal delegate void OnCullingCompleteCallback(JobHandle jobHandle, in BatchCullingContext cullingContext, in BatchCullingOutput cullingOutput); @@ -191,48 +186,109 @@ public void Execute(int startIndex, int count) } [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] - internal struct FindNonRegisteredInstancesJob : IJobParallelForBatch where T : unmanaged + internal struct FindNonRegisteredMeshesJob : IJobParallelForBatch { public const int k_BatchSize = 128; [ReadOnly] public NativeArray instanceIDs; - [ReadOnly] public NativeParallelHashMap hashMap; + [ReadOnly] public NativeParallelHashMap hashMap; [WriteOnly] public NativeList.ParallelWriter outInstancesWriter; public unsafe void Execute(int startIndex, int count) { - int* notFoundinstanceIDs = stackalloc int[k_BatchSize]; - int length = 0; + int* notFoundinstanceIDsPtr = stackalloc int[k_BatchSize]; + var notFoundinstanceIDs = new UnsafeList(notFoundinstanceIDsPtr, k_BatchSize); + + notFoundinstanceIDs.Length = 0; for (int i = startIndex; i < startIndex + count; ++i) { int instanceID = instanceIDs[i]; if (!hashMap.ContainsKey(instanceID)) - notFoundinstanceIDs[length++] = instanceID; + notFoundinstanceIDs.AddNoResize(instanceID); } - outInstancesWriter.AddRangeNoResize(notFoundinstanceIDs, length); + outInstancesWriter.AddRangeNoResize(notFoundinstanceIDsPtr, notFoundinstanceIDs.Length); } } [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] - internal struct RegisterNewInstancesJob : IJobParallelFor where T : unmanaged + internal struct FindNonRegisteredMaterialsJob : IJobParallelForBatch { public const int k_BatchSize = 128; [ReadOnly] public NativeArray instanceIDs; - [ReadOnly] public NativeArray batchIDs; + [ReadOnly] public NativeArray packedMaterialDatas; + [ReadOnly] public NativeParallelHashMap hashMap; - [WriteOnly] public NativeParallelHashMap.ParallelWriter hashMap; + [WriteOnly] public NativeList.ParallelWriter outInstancesWriter; + [WriteOnly] public NativeList.ParallelWriter outPackedMaterialDatasWriter; - public unsafe void Execute(int index) + public unsafe void Execute(int startIndex, int count) + { + int* notFoundinstanceIDsPtr = stackalloc int[k_BatchSize]; + var notFoundinstanceIDs = new UnsafeList(notFoundinstanceIDsPtr, k_BatchSize); + + GPUDrivenPackedMaterialData* notFoundPackedMaterialDatasPtr = stackalloc GPUDrivenPackedMaterialData[k_BatchSize]; + var notFoundPackedMaterialDatas = new UnsafeList(notFoundPackedMaterialDatasPtr, k_BatchSize); + + notFoundinstanceIDs.Length = 0; + notFoundPackedMaterialDatas.Length = 0; + + for (int i = startIndex; i < startIndex + count; ++i) + { + int instanceID = instanceIDs[i]; + + if (!hashMap.ContainsKey(instanceID)) + { + notFoundinstanceIDs.AddNoResize(instanceID); + notFoundPackedMaterialDatas.AddNoResize(packedMaterialDatas[i]); + } + } + + outInstancesWriter.AddRangeNoResize(notFoundinstanceIDsPtr, notFoundinstanceIDs.Length); + outPackedMaterialDatasWriter.AddRangeNoResize(notFoundPackedMaterialDatasPtr, notFoundPackedMaterialDatas.Length); + } + } + + [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] + internal struct RegisterNewMeshesJob : IJobParallelFor + { + public const int k_BatchSize = 128; + + [ReadOnly] public NativeArray instanceIDs; + [ReadOnly] public NativeArray batchIDs; + + [WriteOnly] public NativeParallelHashMap.ParallelWriter hashMap; + + public void Execute(int index) { hashMap.TryAdd(instanceIDs[index], batchIDs[index]); } } + [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] + internal struct RegisterNewMaterialsJob : IJobParallelFor + { + public const int k_BatchSize = 128; + + [ReadOnly] public NativeArray instanceIDs; + [ReadOnly] public NativeArray packedMaterialDatas; + [ReadOnly] public NativeArray batchIDs; + + [WriteOnly] public NativeParallelHashMap.ParallelWriter batchMaterialHashMap; + [WriteOnly] public NativeParallelHashMap.ParallelWriter packedMaterialHashMap; + + public void Execute(int index) + { + var instanceID = instanceIDs[index]; + batchMaterialHashMap.TryAdd(instanceID, batchIDs[index]); + packedMaterialHashMap.TryAdd(instanceID, packedMaterialDatas[index]); + } + } + [BurstCompile(DisableSafetyChecks = true, OptimizeFor = OptimizeFor.Performance)] internal struct RemoveDrawInstanceIndicesJob : IJob { @@ -468,7 +524,7 @@ public void ProcessRenderer(int i) { var materialID = rendererData.materialID[materialIndex]; bool isFound = packedMaterialDataHash.TryGetValue(materialID, out packedMaterialData); - Assert.IsTrue(isFound); + Assert.IsTrue(isFound, "Packed material data not found."); } supportsIndirect &= packedMaterialData.isIndirectSupported; @@ -1011,41 +1067,45 @@ public void PostCullBeginCameraRendering(RenderRequestBatcherContext context) private void RegisterBatchMeshes(NativeArray meshIDs) { var newMeshIDs = new NativeList(meshIDs.Length, Allocator.TempJob); - new FindNonRegisteredInstancesJob + new FindNonRegisteredMeshesJob { instanceIDs = meshIDs, hashMap = m_BatchMeshHash, outInstancesWriter = newMeshIDs.AsParallelWriter() } - .ScheduleBatch(meshIDs.Length, FindNonRegisteredInstancesJob.k_BatchSize).Complete(); + .ScheduleBatch(meshIDs.Length, FindNonRegisteredMeshesJob.k_BatchSize).Complete(); var newBatchMeshIDs = new NativeArray(newMeshIDs.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); m_BRG.RegisterMeshes(newMeshIDs.AsArray(), newBatchMeshIDs); int totalMeshesNum = m_BatchMeshHash.Count() + newBatchMeshIDs.Length; m_BatchMeshHash.Capacity = Math.Max(m_BatchMeshHash.Capacity, Mathf.CeilToInt(totalMeshesNum / 1023.0f) * 1024); - new RegisterNewInstancesJob + new RegisterNewMeshesJob { instanceIDs = newMeshIDs.AsArray(), batchIDs = newBatchMeshIDs, hashMap = m_BatchMeshHash.AsParallelWriter() } - .Schedule(newMeshIDs.Length, RegisterNewInstancesJob.k_BatchSize).Complete(); + .Schedule(newMeshIDs.Length, RegisterNewMeshesJob.k_BatchSize).Complete(); newMeshIDs.Dispose(); newBatchMeshIDs.Dispose(); } - private void RegisterBatchMaterials(in NativeArray usedMaterialIDs) + private void RegisterBatchMaterials(in NativeArray usedMaterialIDs, in NativeArray usedPackedMaterialDatas) { + Debug.Assert(usedMaterialIDs.Length == usedPackedMaterialDatas.Length, "Each material ID should correspond to one packed material data."); var newMaterialIDs = new NativeList(usedMaterialIDs.Length, Allocator.TempJob); - new FindNonRegisteredInstancesJob + var newPackedMaterialDatas = new NativeList(usedMaterialIDs.Length, Allocator.TempJob); + new FindNonRegisteredMaterialsJob { instanceIDs = usedMaterialIDs, + packedMaterialDatas = usedPackedMaterialDatas, hashMap = m_BatchMaterialHash, - outInstancesWriter = newMaterialIDs.AsParallelWriter() + outInstancesWriter = newMaterialIDs.AsParallelWriter(), + outPackedMaterialDatasWriter = newPackedMaterialDatas.AsParallelWriter() } - .ScheduleBatch(usedMaterialIDs.Length, FindNonRegisteredInstancesJob.k_BatchSize).Complete(); + .ScheduleBatch(usedMaterialIDs.Length, FindNonRegisteredMaterialsJob.k_BatchSize).Complete(); var newBatchMaterialIDs = new NativeArray(newMaterialIDs.Length, Allocator.TempJob, NativeArrayOptions.UninitializedMemory); m_BRG.RegisterMaterials(newMaterialIDs.AsArray(), newBatchMaterialIDs); @@ -1054,15 +1114,18 @@ private void RegisterBatchMaterials(in NativeArray usedMaterialIDs) m_BatchMaterialHash.Capacity = Math.Max(m_BatchMaterialHash.Capacity, Mathf.CeilToInt(totalMaterialsNum / 1023.0f) * 1024); m_PackedMaterialHash.Capacity = m_BatchMaterialHash.Capacity; - new RegisterNewInstancesJob + new RegisterNewMaterialsJob { instanceIDs = newMaterialIDs.AsArray(), + packedMaterialDatas = newPackedMaterialDatas.AsArray(), batchIDs = newBatchMaterialIDs, - hashMap = m_BatchMaterialHash.AsParallelWriter() + batchMaterialHashMap = m_BatchMaterialHash.AsParallelWriter(), + packedMaterialHashMap = m_PackedMaterialHash.AsParallelWriter() } - .Schedule(newMaterialIDs.Length, RegisterNewInstancesJob.k_BatchSize).Complete(); + .Schedule(newMaterialIDs.Length, RegisterNewMaterialsJob.k_BatchSize).Complete(); newMaterialIDs.Dispose(); + newPackedMaterialDatas.Dispose(); newBatchMaterialIDs.Dispose(); } @@ -1078,15 +1141,13 @@ public JobHandle SchedulePackedMaterialCacheUpdate(NativeArray materialIDs, public void BuildBatch( NativeArray instances, - NativeArray usedMaterialIDs, - NativeArray usedMeshIDs, in GPUDrivenRendererGroupData rendererData, bool registerMaterialsAndMeshes) { if (registerMaterialsAndMeshes) { - RegisterBatchMaterials(usedMaterialIDs); - RegisterBatchMeshes(usedMeshIDs); + RegisterBatchMaterials(rendererData.materialID, rendererData.packedMaterialData); + RegisterBatchMeshes(rendererData.meshID); } new CreateDrawBatchesJob diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeBrickPool.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeBrickPool.cs index 3a3ef283152..e6e254f5446 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeBrickPool.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeBrickPool.cs @@ -281,6 +281,7 @@ internal bool Allocate(int numberOfBrickChunks, List outAllocat if (!ignoreErrorLog) Debug.LogError("Cannot allocate more brick chunks, probe volume brick pool is full."); + Deallocate(outAllocations); outAllocations.Clear(); return false; // failure case, pool is full } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs index b3b2882ab6e..71906191fb2 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeReferenceVolume.cs @@ -1078,6 +1078,11 @@ public void SetVertexSamplingEnabled(bool value) m_VertexSampling = value; } + internal void ForceMemoryBudget(ProbeVolumeTextureMemoryBudget budget) + { + m_MemoryBudget = budget; + } + // This is used for steps such as dilation that require the maximum order allowed to be loaded at all times. Should really never be used as a general purpose function. internal void ForceSHBand(ProbeVolumeSHBands shBands) { diff --git a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/.buginfo b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/.buginfo index fbd5f8466e1..24a842b92f3 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/.buginfo +++ b/Packages/com.unity.render-pipelines.core/Runtime/PostProcessing/.buginfo @@ -1 +1 @@ -area: Post-processing and UI Features +area: Post-processing and Compositing \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md index 6ba9dc953c6..a94887282ba 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md @@ -425,7 +425,7 @@ Use HDRP's water system to create and control realistic water surfaces. HDRP's w - Multiple presets. - Simulation-based caustics. - Underwater rendering. -- Deformer. +- Deformation. - Foam. - Water Excluder. - A mirrored simulation on the CPU for high-fidelity game interactions. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md index 443b6b05394..9e322871102 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md @@ -78,7 +78,7 @@ This sample includes examples on how to create a [Fullscreen Shader](create-a-fu The Water samples contain the following scenes you can use to learn about HDRP's [Water](water.md) features: - Pool: Demonstrates ripples and buoyancy. -- Glacier: Demonstrates current, water deformers, floating objects, and a simulation mask. +- Glacier: Demonstrates current, deformation, water decals, floating objects, and a simulation mask. - Island: Demonstrates waves, foam, and the water excluder. - Rain: Demonstrates how to add pertubations to the normals using shader graph. - Waterline: Demonstrates how to override rendering of the waterline using a [Custom Pass](Custom-Pass.md). diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/settings-and-properties-related-to-the-water-system.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/settings-and-properties-related-to-the-water-system.md index 2daa2dab29f..12993e688fa 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/settings-and-properties-related-to-the-water-system.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/settings-and-properties-related-to-the-water-system.md @@ -84,7 +84,7 @@ To see properties related to Fade, Caustics Intensity, and Caus | Yes | Yes | Yes | N/A | **Displacement Term** | Controls the intensity of the displacement-based scattering. The bigger the horizontal displacement, the more the water receives scattering. You can adjust this for artistic purposes. | | No | Yes | Yes | N/A | **Direct Light Tip Term** | Controls the intensity of the direct light scattering on the tip of the waves. The effect is more perceivable at grazing angles. | | Yes | Yes | Yes | N/A | **Direct Light Body Term** | Controls the intensity of the direct light scattering on the body of the waves. The effect is more perceivable at grazing angles. | -| Yes | Yes | Yes | N/A | **Maximum Height Override** | Specifies a maximum wave height that overrides the simulation to support scattering properly for deformers. | +| Yes | Yes | Yes | N/A | **Maximum Height Override** | Specifies a maximum wave height that overrides the simulation to support scattering properly for vertical deformation. | | Yes | Yes | Yes | **Caustics** | N/A | N/A | | Yes | Yes | Yes | N/A | **Caustics Resolution** | Specifies the resolution at which the water caustics are rendered (simulation only). | | Yes | Yes | Yes | N/A | **Simulation Band** | Controls which simulation band is used for the caustics evaluation. The first (index 0) and second band (index 1) come from the swell simulation and the third (index 2) one from the ripples. | diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-deform-a-water-surface.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-deform-a-water-surface.md index e66d614fee3..2d3401c8180 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-deform-a-water-surface.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/water-deform-a-water-surface.md @@ -71,30 +71,30 @@ The properties used in the water decal material **Inspector** window change base ## Box -Use the following properties to control the Box deformer type. +Use the following properties to control the Box type in the Water Decal template shader graph. | **Property** | **Description** | | ---------------------- | ------------------------------------------------------------ | -| **Box Blend Distance** | Control the range in meters over which HDRP blends this deformer between its height and amplitude. For example, if you set these values to half the values in the Region size property, it results in a pyramid shape. | -| **Cubic blend** | Set the blend between the water surface and the deformer’s amplitude to a cubic profile. When disabled, the blend is linear. | +| **Box Blend Distance** | Control the range in meters over which HDRP blends this water decal between its height and amplitude. For example, if you set these values to half the values in the Region size property, it results in a pyramid shape. | +| **Cubic blend** | Set the blend between the water surface and the water decal’s amplitude to a cubic profile. When disabled, the blend is linear. | ## Bow Wave -Use the following property to control the Bow Wave deformer type. +Use the following property to control the Bow Wave type in the Water Decal template shader graph. | **Property** | **Description** | | ---------------------- | -------------------------------------------------------- | | **Bow Wave Elevation** | Controls the maximum height, in meters, of the bow wave. | -To make a bow wave move with a boat’s bow, set the Bow Wave as a child of the boat GameObject. However, the Bow Wave deformer can only move within the area defined in the **Inspector** window of the water surface, in **Deformation** > **Area Size**. To preserve the deformation’s resolution, you can use a script to make the `deformationAreaOffset` follow the boat position. +To make a bow wave move with a boat’s bow, set the Bow Wave as a child of the boat GameObject. However, the Bow Wave water decal can only move within the area defined in the **Inspector** window of the water surface, in **Deformation** > **Area Size**. To preserve the deformation’s resolution, you can use a script to make the `deformationAreaOffset` follow the boat position. ## Shore Wave -Use the following properties to control the Shore Wave deformer type. +Use the following properties to control the Shore Wave type in the Water Decal template shader graph. | **Property** | **Description** | | ----------------------- | ------------------------------------------------------------ | @@ -105,19 +105,19 @@ Use the following properties to control the Shore Wave deformer type. | **Blend Range** | Specifies the range on the local Z axis where the shore waves have their maximal amplitude. | | **Breaking Range** | Controls the range on the X axis where the shore wave should break. The wave reaches its maximum amplitude at the start of the range, generates surface foam inside it and loses 70% of its amplitude at the end of the range. | | **Deep Foam Range** | Controls the range on the X axis where the shore wave generates deep foam. This property has no effect if [foam](water-foam-in-the-water-system.md) is disabled. | -| **Surface Foam Dimmer** | Controls the dimmer for the surface foam generated by the deformer. Does this property require Foam setup? If so, explain that and link out to [Foam in the water system](water-foam-in-the-water-system.md). | -| **Deep Foam Dimmer** | Controls the dimmer for the deep foam generated by the deformer. This property has no effect if [foam](water-foam-in-the-water-system.md) is disabled. | +| **Surface Foam Dimmer** | Controls the dimmer for the surface foam generated by the water decal. Does this property require Foam setup? If so, explain that and link out to [Foam in the water system](water-foam-in-the-water-system.md). | +| **Deep Foam Dimmer** | Controls the dimmer for the deep foam generated by the water decal. This property has no effect if [foam](water-foam-in-the-water-system.md) is disabled. | ## Texture -These properties are specific to the Texture deformer type. +These properties are specific to the Texture type in the Water Decal template shader graph. | **Property** | **Description** | |-----------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| -| **Range Remap** | Specifies the range of the deformer in the [-1, 1] interval. The input texture values will be remapped from [0,1] to the specified range. | -| **Texture** | The texture used by the deformer. This is a single channel texture that contains the amplitude of the deformation relative to the deformer’s amplitude.
This texture can be a regular texture or a Render Texture, which can be updated at runtime by modifying a render target with a compute shader for example. For a Render Texture, use the R16_UNorm format. | +| **Range Remap** | Specifies the range of the water decal in the [-1, 1] interval. The input texture values will be remapped from [0,1] to the specified range. | +| **Texture** | The texture used by the water decal. This is a single channel texture that contains the amplitude of the deformation relative to the water decal’s amplitude.
This texture can be a regular texture or a Render Texture, which can be updated at runtime by modifying a render target with a compute shader for example. For a Render Texture, use the R16_UNorm format. | ## Additional resources diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/.buginfo b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/.buginfo index d595eb6c6aa..24a842b92f3 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/.buginfo +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/PostProcessing/.buginfo @@ -1 +1 @@ -area: Post-processing and UI Features \ No newline at end of file +area: Post-processing and Compositing \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs index cc23e11f955..6157f9d5bf3 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs @@ -311,7 +311,7 @@ public class Styles public const string FSR2WinTargetWarning = "HDRP does not support AMD Fidelity FX2 for the current build target and graphics device API. To enable FSR2, set your build target to Windows x86_64 and DirectX12."; public const string FSR2SwitchTarget64Button = "Fix"; public const string FSR2FeatureDetectedMsg = "Unity detected AMD Fidelity FX 2 Super Resolution and will ignore the Fallback Upscale Filter."; - public const string FSR2FeatureNotDetectedMsg = "Unity cannot detect Unity detected AMD Fidelity FX 2 Super Resolution and will use the Fallback Upscale Filter instead."; + public const string FSR2FeatureNotDetectedMsg = "Unity cannot detect AMD Fidelity FX 2 Super Resolution and will use the Fallback Upscale Filter instead."; public const string STPSwDrsWarningMsg = "STP cannot support dynamic resolution without hardware dynamic resolution mode. You can use the forced screen percentage feature to guarantee a fixed resoution for STP or HDRP will fall back to the next best supported upscaling filter instead."; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/.buginfo b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/.buginfo index d595eb6c6aa..24a842b92f3 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/.buginfo +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/.buginfo @@ -1 +1 @@ -area: Post-processing and UI Features \ No newline at end of file +area: Post-processing and Compositing \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs index 16755bdce15..08822da2021 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs @@ -28,6 +28,8 @@ public partial class HDRenderPipeline const int m_MaxXRViewsCount = 4; + const int kIntelVendorId = 0x8086; + void InitializePrepass(HDRenderPipelineAsset hdAsset) { m_MSAAResolveMaterial = CoreUtils.CreateEngineMaterial(runtimeShaders.depthValuesPS); @@ -1404,7 +1406,7 @@ void DecalNormalPatch(RenderGraph renderGraph, HDCamera hdCamera, ref PrepassOut { // Integrated Intel GPU on Mac don't support the texture format use for normal (RGBA_8UNORM) for SetRandomWriteTarget // So on Metal for now we don't patch normal buffer if we detect an intel GPU - if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal && SystemInfo.graphicsDeviceName.Contains("Intel")) + if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal && SystemInfo.graphicsDeviceVendorID == kIntelVendorId) { return; } diff --git a/Packages/com.unity.render-pipelines.universal/.buginfo b/Packages/com.unity.render-pipelines.universal/.buginfo index 0343123ae4b..87a13392321 100644 --- a/Packages/com.unity.render-pipelines.universal/.buginfo +++ b/Packages/com.unity.render-pipelines.universal/.buginfo @@ -17,4 +17,10 @@ Tools: - ^.*Analytic?.*$ - ^.*LightExplorer?.*$ - ^.*MaterialUpgrader?.*$ - area: Graphics Tools \ No newline at end of file + area: Graphics Tools + +post-processing-and-compositing: + when: + path: + - ^.*PostProcessPass?.*$ + area: Post-processing and Compositing \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/ScreenSpace/DecalGBufferRenderPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/ScreenSpace/DecalGBufferRenderPass.cs index 1b39d9d2fb5..857185bb531 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Decal/ScreenSpace/DecalGBufferRenderPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Decal/ScreenSpace/DecalGBufferRenderPass.cs @@ -172,18 +172,22 @@ public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer InitPassData(cameraData, ref passData); - TextureHandle[] gBufferHandles = resourceData.gBuffer; - builder.SetRenderAttachment(gBufferHandles[0], 0, AccessFlags.Write); - builder.SetRenderAttachment(gBufferHandles[1], 1, AccessFlags.Write); - builder.SetRenderAttachment(gBufferHandles[2], 2, AccessFlags.Write); - builder.SetRenderAttachment(gBufferHandles[3], 3, AccessFlags.Write); + // GBuffers 0 - 4 + for (int i = 0; i <= m_DeferredLights.GBufferLightingIndex; i++) + { + if (resourceData.gBuffer[i].IsValid()) + { + builder.SetRenderAttachment(resourceData.gBuffer[i], i, AccessFlags.Write); + } + } builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Read); if (renderGraph.nativeRenderPassesEnabled) { - builder.SetInputAttachment(gBufferHandles[4], 0, AccessFlags.Read); - if (m_DecalLayers) - builder.SetInputAttachment(gBufferHandles[5], 1, AccessFlags.Read); + if (resourceData.gBuffer[4].IsValid()) + builder.SetInputAttachment(resourceData.gBuffer[4], 0, AccessFlags.Read); + if (m_DecalLayers && resourceData.gBuffer[5].IsValid()) + builder.SetInputAttachment(resourceData.gBuffer[5], 1, AccessFlags.Read); } else if (cameraDepthTexture.IsValid()) builder.UseTexture(cameraDepthTexture, AccessFlags.Read); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs index 326bc83f126..52c6d560c72 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/AdditionalLightsShadowCasterPass.cs @@ -686,7 +686,7 @@ bool SetupForEmptyRendering(bool stripShadowsOffVariants, bool shadowsEnabled, U s_EmptyAdditionalShadowFadeParams = new Vector4(shadowFadeScale, shadowFadeBias, 0, 0); var visibleLights = lightData.visibleLights; - if (m_VisibleLightIndexToAdditionalLightIndex.Length < visibleLights.Length) + if (s_EmptyAdditionalLightIndexToShadowParams.Length < visibleLights.Length) { m_VisibleLightIndexToAdditionalLightIndex = new short[visibleLights.Length]; m_VisibleLightIndexToIsCastingShadows = new bool[visibleLights.Length]; diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/.buginfo b/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/.buginfo new file mode 100644 index 00000000000..24a842b92f3 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/.buginfo @@ -0,0 +1 @@ +area: Post-processing and Compositing \ No newline at end of file diff --git a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/PropertyRM.uss b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/PropertyRM.uss index 23b7686058d..5e83b2e7879 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/PropertyRM.uss +++ b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/PropertyRM.uss @@ -107,9 +107,11 @@ .propertyrm #spacebutton.None { background-image : url("project:///Packages/com.unity.visualeffectgraph/Editor/UIResources/VFX/d_NoneSpace@2x.png"); } -.propertyrm VFXMatrix4x4Field Label { - width: 18px; - margin-left: 4px; + +.propertyrm #matrixContainer Label { + width: 20px; + margin-right: 2px; + -unity-text-align: middle-right; } .propertyrm #spacebutton:hover { diff --git a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXDataAnchor.uss b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXDataAnchor.uss index af340652d11..e1fd03968e0 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXDataAnchor.uss +++ b/Packages/com.unity.visualeffectgraph/Editor/UIResources/uss/VFXDataAnchor.uss @@ -175,6 +175,10 @@ VFXDataAnchor.Output #type -unity-text-align: middle-center; } +.VFXDataAnchor .propertyrm #matrixContainer FloatInput { + width: 30px; +} + .VFXOutputDataAnchor #icon { width: 13px; diff --git a/Packages/com.unity.visualeffectgraph/Shaders/VFXVolumetricFogUpdate.template b/Packages/com.unity.visualeffectgraph/Shaders/VFXVolumetricFogUpdate.template index 6b9874808a5..e0d49b878ff 100644 --- a/Packages/com.unity.visualeffectgraph/Shaders/VFXVolumetricFogUpdate.template +++ b/Packages/com.unity.visualeffectgraph/Shaders/VFXVolumetricFogUpdate.template @@ -9,6 +9,10 @@ ${VFXInclude("Shaders/VFXParticleCommon.template")} // Indirect draw is always enabled for volumetric fog output RWStructuredBuffer indirectBuffer; +#if HAS_STRIPS_DATA +StructuredBuffer stripDataBuffer; +#endif + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/Tests/SRPTests/Packages/com.unity.testing.hdrp/TestRunner/HDRP_GraphicTestRunner.cs b/Tests/SRPTests/Packages/com.unity.testing.hdrp/TestRunner/HDRP_GraphicTestRunner.cs index 509336f51ec..edaefeb9ace 100644 --- a/Tests/SRPTests/Packages/com.unity.testing.hdrp/TestRunner/HDRP_GraphicTestRunner.cs +++ b/Tests/SRPTests/Packages/com.unity.testing.hdrp/TestRunner/HDRP_GraphicTestRunner.cs @@ -230,7 +230,7 @@ public IEnumerator Run(GraphicsTestCase testCase) // For some reason, tests on mac os have started failing with render graph enabled by default. // Some tests have 400+ gcalloc in them. Unfortunately it's not reproductible outside of command line so it's impossible to debug. // That's why we don't test on macos anymore. - if (settings.checkMemoryAllocation && SystemInfo.graphicsDeviceType != GraphicsDeviceType.Metal) + if (settings.checkMemoryAllocation) { yield return ImageAssert.CheckGCAllocWithCallstack(camera, settings?.ImageComparisonSettings); } diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/089_Sprite_MBP_Animation.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/089_Sprite_MBP_Animation.meta new file mode 100644 index 00000000000..59ef2db88a1 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/089_Sprite_MBP_Animation.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fe993f1f12cd3cf49bb1b3364ed1803a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/089_Sprite_MBP_Animation.unity b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/089_Sprite_MBP_Animation.unity new file mode 100644 index 00000000000..94120ec8f4e --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/089_Sprite_MBP_Animation.unity @@ -0,0 +1,1546 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!29 &1 +OcclusionCullingSettings: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_OcclusionBakeSettings: + smallestOccluder: 5 + smallestHole: 0.25 + backfaceThreshold: 100 + m_SceneGUID: 00000000000000000000000000000000 + m_OcclusionCullingData: {fileID: 0} +--- !u!104 &2 +RenderSettings: + m_ObjectHideFlags: 0 + serializedVersion: 10 + m_Fog: 0 + m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} + m_FogMode: 3 + m_FogDensity: 0.01 + m_LinearFogStart: 0 + m_LinearFogEnd: 300 + m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1} + m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1} + m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} + m_AmbientIntensity: 1 + m_AmbientMode: 3 + m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1} + m_SkyboxMaterial: {fileID: 0} + m_HaloStrength: 0.5 + m_FlareStrength: 1 + m_FlareFadeSpeed: 3 + m_HaloTexture: {fileID: 0} + m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0} + m_DefaultReflectionMode: 0 + m_DefaultReflectionResolution: 128 + m_ReflectionBounces: 1 + m_ReflectionIntensity: 1 + m_CustomReflection: {fileID: 0} + m_Sun: {fileID: 0} + m_UseRadianceAmbientProbe: 0 +--- !u!157 &3 +LightmapSettings: + m_ObjectHideFlags: 0 + serializedVersion: 13 + m_BakeOnSceneLoad: 0 + m_GISettings: + serializedVersion: 2 + m_BounceScale: 1 + m_IndirectOutputScale: 1 + m_AlbedoBoost: 1 + m_EnvironmentLightingMode: 0 + m_EnableBakedLightmaps: 0 + m_EnableRealtimeLightmaps: 0 + m_LightmapEditorSettings: + serializedVersion: 12 + m_Resolution: 2 + m_BakeResolution: 40 + m_AtlasSize: 1024 + m_AO: 0 + m_AOMaxDistance: 1 + m_CompAOExponent: 1 + m_CompAOExponentDirect: 0 + m_ExtractAmbientOcclusion: 0 + m_Padding: 2 + m_LightmapParameters: {fileID: 0} + m_LightmapsBakeMode: 1 + m_TextureCompression: 1 + m_ReflectionCompression: 2 + m_MixedBakeMode: 2 + m_BakeBackend: 1 + m_PVRSampling: 1 + m_PVRDirectSampleCount: 32 + m_PVRSampleCount: 512 + m_PVRBounces: 2 + m_PVREnvironmentSampleCount: 256 + m_PVREnvironmentReferencePointCount: 2048 + m_PVRFilteringMode: 1 + m_PVRDenoiserTypeDirect: 1 + m_PVRDenoiserTypeIndirect: 1 + m_PVRDenoiserTypeAO: 1 + m_PVRFilterTypeDirect: 0 + m_PVRFilterTypeIndirect: 0 + m_PVRFilterTypeAO: 0 + m_PVREnvironmentMIS: 1 + m_PVRCulling: 1 + m_PVRFilteringGaussRadiusDirect: 1 + m_PVRFilteringGaussRadiusIndirect: 5 + m_PVRFilteringGaussRadiusAO: 2 + m_PVRFilteringAtrousPositionSigmaDirect: 0.5 + m_PVRFilteringAtrousPositionSigmaIndirect: 2 + m_PVRFilteringAtrousPositionSigmaAO: 1 + m_ExportTrainingData: 0 + m_TrainingDataDestination: TrainingData + m_LightProbeSampleCountMultiplier: 4 + m_LightingDataAsset: {fileID: 0} + m_LightingSettings: {fileID: 0} +--- !u!196 &4 +NavMeshSettings: + serializedVersion: 2 + m_ObjectHideFlags: 0 + m_BuildSettings: + serializedVersion: 3 + agentTypeID: 0 + agentRadius: 0.5 + agentHeight: 2 + agentSlope: 45 + agentClimb: 0.4 + ledgeDropHeight: 0 + maxJumpAcrossDistance: 0 + minRegionArea: 2 + manualCellSize: 0 + cellSize: 0.16666667 + manualTileSize: 0 + tileSize: 256 + buildHeightMesh: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 + debug: + m_Flags: 0 + m_NavMeshData: {fileID: 0} +--- !u!1 &19107634 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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