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Different Color Grading for different Render Layers. #6

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@Kleptine Kleptine commented Aug 18, 2020

This implements separate post processing for different layers of objects.

With the new SRP, all renderers now have a 'RenderingLayer'. This is a bitmask of potential render layers an object can be on, distinct from the normal "Layer" that a gameobject can exist on. This change makes use of this setting (otherwise unused in URP as far as I can tell) to do two things:

  1. Split out the opaque DrawObjectsPass into multiple subpasses, one for each render layer.
  2. Split the ColorGradingLUTPass into multiple passes, rendering a post processing LUT for each render layer.

Normally post processing Volumes apply to all rendered objects. This change also adds an additional setting on Volumes to specify which RenderingLayers they affect. The pipeline builds separate post processing stacks for each rendering layer with different post processing settings. These stacks are passed into step 2, and rendered into the LUT.

I'm not totally happy with the conciseness of this change. It's not actually all that complex, but it's fairly invasive, and I worry about conflicts. That said, I think this feature is really valuable, especially as we work towards getting to a clearer style.

Performance effects haven't yet been tested. This adds an extra LUT render for every rendering layer with separate post effects, which is small but an increase. Splitting the opaque pass should have limited affects, but affects sorting of drawcalls, which could create more overdraw.


This change is Reviewable

pmavridis and others added 30 commits April 16, 2020 10:10
…when the material has a clear coat (lit shader). (Unity-Technologies#20)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
* Reviewed Contexts and terminology.

* Began reviewing Events

* Added sticky notes doc and reviewed Events

* Update Contexts.md

* Formatted documentation.

* Update Contexts.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
* [8.x.x Backport]Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (Unity-Technologies#6210)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

* Update CHANGELOG.md

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

* [8.x.x Backport] Update documentation to mention more explicitely the lack of support of vertex animation (Unity-Technologies#6204)

* Update documentation to mention more explicitely the lack of support  of vertex animation

* Update Ray-Tracing-Getting-Started.md

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

* [8.x.x Backport] Make subsection in decal debug menu to specify "affect transparents" (Unity-Technologies#6202)

* Make subsection in decal debug menu

* changelog

* Support cookie on light backing for Disc Area Light Unity-Technologies#6138

* Hdrp /lookdev/fix crash on adding volume as viewed game object Unity-Technologies#6129

* fixed changelog

* Add smoothness remark (Unity-Technologies#6226)

* Removed legacy VR code from HDRP Unity-Technologies#5923

* Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file Unity-Technologies#5895

* Improve light clipping and culling #2 Unity-Technologies#4711

* Hdrp/fix/decal material ui errors Unity-Technologies#6225

* Fix z-fighting in sceneview when scene lighting is off (Unity-Technologies#6213)

* Do not override the depth state of transparent materials in RenderDebugView

* Changelog

* Changelog - add case number

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

* Update CHANGELOG.md

* Mention default post processing in default volumes. (Unity-Technologies#6233)

* Fix cubemap inspector so that thumbnail for cubemap work Unity-Technologies#6231

* - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (Unity-Technologies#6197)

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

* [Backport 8.x.x] Fix some typos in the debug menu (Unity-Technologies#6249)

* Backport renaming

* changelog

* Added debug exposure to light hierarchy debug. (Unity-Technologies#6216)

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

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

* - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (Unity-Technologies#6254)

* Clearer naming of tile and cluster categories for environment lights Unity-Technologies#6227

* Fix texture curve destroy (Unity-Technologies#6277)

# Conflicts:
#	com.unity.render-pipelines.core/CHANGELOG.md

* Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (Unity-Technologies#6270)

* fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (Unity-Technologies#6266)

* Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. Unity-Technologies#6235

* Add XR setting to control camera jitter for temporal effects Unity-Technologies#6259

* fix unreachable code in TextureXR.useTexArray (Unity-Technologies#6260)

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

* Deprecate Utilities namespace Unity-Technologies#6219

* Fix issue on thumbnail generation so that no error on new project and thumbnail are generated at first import Unity-Technologies#6265

* Update CHANGELOG.md

* [8.x.x Backport] Partial fix LookDev opened when CoreRP package reimported (Unity-Technologies#6289)

* Fix null texture usage happening on CoreRP upgrade

* Partially fix garbage collected stylesheet issue.

(Need more work on UIElement side, see case 1228706 )

* Update CHANGELOG.md

* Clean log

* [Backport 8.x.x] Hdrp/fix default volume switch (Unity-Technologies#6336)

* Fixed an issue where default volume would not update when switching profile.

* Fixed an issue when setting the default volume for the first time where the hdrp asset would not be dirtied

* Changelog

* [Backport 8.x.x] Fixed an issue where AO override would not override specular occlusion (Unity-Technologies#6339)

* Manual cherry pick of 9162acb50898c948e35475bb1c0d58dbea4217b7

* Changelog

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

* [Backport 8.x.x] Fixed an issue where Volume inspector might not refresh correctly in some cases. (Unity-Technologies#6335)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* changelog

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

* Hdrp/fix material baked emission Unity-Technologies#5392

* Fixed volume components lifespan in the clipboard Unity-Technologies#5869

* Hdrp/fix/particle light shadows Unity-Technologies#6111

* Bugfix: uncached reflection probe cameras were reseting the debug mode Unity-Technologies#6245

* Fix case in PBR sky where a camera below ground might invalidate result of a camera above Unity-Technologies#6272

* Hdrp/probe scale 1219246 (Unity-Technologies#6288)

* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log

* Update CHANGELOG.md

* Split set rendering feature set and API validity check Unity-Technologies#6301

* Fix Render Texture with XR Unity-Technologies#6306

* Fix sRGB mismatch with XR SDK Unity-Technologies#6311

* Fix XR single-pass with Mock HMD plugin Unity-Technologies#6313

* Fix XR culling with multiple cameras Unity-Technologies#6314

* Add custom pass opaque rendering error message Unity-Technologies#6330

* Update Light-Component.md (Unity-Technologies#6332)

* Update CHANGELOG.md

* Update TextureCurve.cs

* fix merge issue

* Update CHANGELOG.md

* - Fixed an issue related to the envlightdatasrt not being bound in recursive rendering. (Unity-Technologies#6410)

* First pass of light loop optimizations (still single threaded) (Unity-Technologies#6367) (Unity-Technologies#6424)

* Saving 10% off the PrepareLightForGPU

* 18% decrease in cost with this

* Around 12% cost shaving off GetLightData

* Around 6.5% win here

* Faster View matrix flip

* Missing *=-1

* About 7% win in preprocess light data

* Another small batch

* Small cleanup for first optimization pass

* Tiny bit more cleanup

* Address review points

* Add comment

* changelog
# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Catch and handle NRefactory parser exceptions (Unity-Technologies#6392)

Co-authored-by: vlad-andreev <vlad-andreev@unity3d.com>

* Avoid negative input to sqrt() (Unity-Technologies#6397)

- The calculation of `k` is not numerically robust when done in FP16 and might generate a negative value.
- This can be observed as rendering artifacts on Mali drivers newer than Bifrost/Valhall R21.
- This commit fixes this by by clamping `k` to [0, inf] before the `sqrt()`.
- On Mali-G77 the clamp compiles down to a free output modifier on the previous instruction, so there's no performance impact.

* Refreshed the GUIDs for additional post processing data to avoid conflicts with PPv2 (Unity-Technologies#6394)

* Added known issues page (Unity-Technologies#6447)

* Platform/playstation Unity-Technologies#6380

* Shadow cascade tooltip fix (when using the metric mode) Unity-Technologies#6448

* Focus on Decal uses the extends of the projectors Unity-Technologies#6449

* [8.x.x Backport] Fixed how the area light influence volume is computed to match rasterization. (Unity-Technologies#6455)

* - Fixed how the area light influence volume is computed to match rasterization.

* Fix an issue with axis order

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

* Fixed usage of light size data that are not available at runtime. (Unity-Technologies#6490)

* Changed the diffusion profile warning on the material to an info and changed the message to be more precise. (Unity-Technologies#6481)

* Fix shadow tesselation culling (Unity-Technologies#6477)

* Fix custom pass culling params

* Fixed shadow tessellation culling

* revert custom pass code

* Add option to disable XR rendering on the camera settings Unity-Technologies#6372

* Move scene view camera settings to camera settings window Unity-Technologies#6390

* Corrected typo and changed links to .md (Unity-Technologies#6414)

* Corrected typo and changed links to .md

* Update Master-Node-Fabric.md

* Hdrp /fix reset of HDAdditionalLightData Unity-Technologies#6453

* Fix null error when leaving debug menu Unity-Technologies#6467

* Hdrp /fix drag area width at left of light intensity Unity-Technologies#6471

* Fix issue with baked reflection probes constantly marked as dirty with auto-bake on Unity-Technologies#6473

* Fix custom pass depth copy Unity-Technologies#6484

* Hdrp /lookdev ui fixes Unity-Technologies#6491

* Expose a debug constant in ShaderLab to make HDRP/Unlit SRP Batcher compatible again. Unity-Technologies#6496

* fix unused leftover (Unity-Technologies#6497)

* Fix custom pass test reference images (Unity-Technologies#6512)

* [8.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (Unity-Technologies#6506)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (Unity-Technologies#27)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (Unity-Technologies#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. Unity-Technologies#6480

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. Unity-Technologies#6493

* Hdrp/docs/glossary f number (Unity-Technologies#6523)

* Update Glossary.md

* Update Glossary.md

* path validation when creating new volume profile (Unity-Technologies#36)

* Clamp probes compression factor to 0 #19

* [Backport 8.x.x] Fix various leaks in HDRP (Unity-Technologies#119)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs

* Update changelog

* [8.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996)  (Unity-Technologies#115)

* Follow references when unloading unneeded assets

* Changelog

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

* Fix MSAA resolve when there is no motion vectors

* Fix issues causing planar probes to be broken with multiple cameras in the scene

* Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint.

* Hdrp/fix/custom pass msaa rendering info

* Added disocclusion and ghosting to the glossary (Unity-Technologies#75)

* fix switch shader compilation (Unity-Technologies#111)

* Update SceneViewDrawMode.cs (Unity-Technologies#118)

* Fix culling of reflection probes that change position

* Fix null reference when processing light probe

* Fix black screen in XR when HDRP package is present but not used

* [8.x.x Backport] Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). (Unity-Technologies#20)

* Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader).

* update ssr screenshot

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

* Added support for rasterized area light shadows in StackLit + slight refactor

* fix Stacklit.hlsl after merge

* Update the scripting API for FrameSettings, FrameSettingsOverrideMask and IBitArray (Unity-Technologies#110)

* Vfx/docs/bulk review continued (Unity-Technologies#78)

* Reviewed Contexts and terminology.

* Began reviewing Events

* Added sticky notes doc and reviewed Events

* Update Contexts.md

* Formatted documentation.

* Update Contexts.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (Unity-Technologies#145)

Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: Remi Slysz <40034005+RSlysz@users.noreply.github.com>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: Evgenii Golubev <EvgeniiG@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: fredericv-unity3d <55485372+fredericv-unity3d@users.noreply.github.com>
Co-authored-by: Thomas <Chman@users.noreply.github.com>
Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk>
Co-authored-by: vlad-andreev <vlad-andreev@users.noreply.github.com>
Co-authored-by: vlad-andreev <vlad-andreev@unity3d.com>
Co-authored-by: ChristianF-ARM <45175346+ChristianF-ARM@users.noreply.github.com>
Co-authored-by: Tim Cannell <timcannell@unity3d.com>
Co-authored-by: Jussi Knuuttila <jussi.knuuttila@unity3d.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Anis <anis@unity3d.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
* [8.x.x Backport]Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (Unity-Technologies#6210)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

* Update CHANGELOG.md

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

* [8.x.x Backport] Update documentation to mention more explicitely the lack of support of vertex animation (Unity-Technologies#6204)

* Update documentation to mention more explicitely the lack of support  of vertex animation

* Update Ray-Tracing-Getting-Started.md

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

* [8.x.x Backport] Make subsection in decal debug menu to specify "affect transparents" (Unity-Technologies#6202)

* Make subsection in decal debug menu

* changelog

* Support cookie on light backing for Disc Area Light Unity-Technologies#6138

* Hdrp /lookdev/fix crash on adding volume as viewed game object Unity-Technologies#6129

* fixed changelog

* Add smoothness remark (Unity-Technologies#6226)

* Removed legacy VR code from HDRP Unity-Technologies#5923

* Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file Unity-Technologies#5895

* Improve light clipping and culling #2 Unity-Technologies#4711

* Hdrp/fix/decal material ui errors Unity-Technologies#6225

* Fix z-fighting in sceneview when scene lighting is off (Unity-Technologies#6213)

* Do not override the depth state of transparent materials in RenderDebugView

* Changelog

* Changelog - add case number

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

* Update CHANGELOG.md

* Mention default post processing in default volumes. (Unity-Technologies#6233)

* Fix cubemap inspector so that thumbnail for cubemap work Unity-Technologies#6231

* - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (Unity-Technologies#6197)

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

* [Backport 8.x.x] Fix some typos in the debug menu (Unity-Technologies#6249)

* Backport renaming

* changelog

* Added debug exposure to light hierarchy debug. (Unity-Technologies#6216)

# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

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

* - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (Unity-Technologies#6254)

* Clearer naming of tile and cluster categories for environment lights Unity-Technologies#6227

* Fix texture curve destroy (Unity-Technologies#6277)

# Conflicts:
#	com.unity.render-pipelines.core/CHANGELOG.md

* Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (Unity-Technologies#6270)

* fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (Unity-Technologies#6266)

* Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. Unity-Technologies#6235

* Add XR setting to control camera jitter for temporal effects Unity-Technologies#6259

* fix unreachable code in TextureXR.useTexArray (Unity-Technologies#6260)

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

* Deprecate Utilities namespace Unity-Technologies#6219

* Fix issue on thumbnail generation so that no error on new project and thumbnail are generated at first import Unity-Technologies#6265

* Update CHANGELOG.md

* [8.x.x Backport] Partial fix LookDev opened when CoreRP package reimported (Unity-Technologies#6289)

* Fix null texture usage happening on CoreRP upgrade

* Partially fix garbage collected stylesheet issue.

(Need more work on UIElement side, see case 1228706 )

* Update CHANGELOG.md

* Clean log

* [Backport 8.x.x] Hdrp/fix default volume switch (Unity-Technologies#6336)

* Fixed an issue where default volume would not update when switching profile.

* Fixed an issue when setting the default volume for the first time where the hdrp asset would not be dirtied

* Changelog

* [Backport 8.x.x] Fixed an issue where AO override would not override specular occlusion (Unity-Technologies#6339)

* Manual cherry pick of 9162acb50898c948e35475bb1c0d58dbea4217b7

* Changelog

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

* [Backport 8.x.x] Fixed an issue where Volume inspector might not refresh correctly in some cases. (Unity-Technologies#6335)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* changelog

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

* Hdrp/fix material baked emission Unity-Technologies#5392

* Fixed volume components lifespan in the clipboard Unity-Technologies#5869

* Hdrp/fix/particle light shadows Unity-Technologies#6111

* Bugfix: uncached reflection probe cameras were reseting the debug mode Unity-Technologies#6245

* Fix case in PBR sky where a camera below ground might invalidate result of a camera above Unity-Technologies#6272

* Hdrp/probe scale 1219246 (Unity-Technologies#6288)

* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log

* Update CHANGELOG.md

* Split set rendering feature set and API validity check Unity-Technologies#6301

* Fix Render Texture with XR Unity-Technologies#6306

* Fix sRGB mismatch with XR SDK Unity-Technologies#6311

* Fix XR single-pass with Mock HMD plugin Unity-Technologies#6313

* Fix XR culling with multiple cameras Unity-Technologies#6314

* Add custom pass opaque rendering error message Unity-Technologies#6330

* Update Light-Component.md (Unity-Technologies#6332)

* Update CHANGELOG.md

* Update TextureCurve.cs

* fix merge issue

* Update CHANGELOG.md

* - Fixed an issue related to the envlightdatasrt not being bound in recursive rendering. (Unity-Technologies#6410)

* First pass of light loop optimizations (still single threaded) (Unity-Technologies#6367) (Unity-Technologies#6424)

* Saving 10% off the PrepareLightForGPU

* 18% decrease in cost with this

* Around 12% cost shaving off GetLightData

* Around 6.5% win here

* Faster View matrix flip

* Missing *=-1

* About 7% win in preprocess light data

* Another small batch

* Small cleanup for first optimization pass

* Tiny bit more cleanup

* Address review points

* Add comment

* changelog
# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Catch and handle NRefactory parser exceptions (Unity-Technologies#6392)

Co-authored-by: vlad-andreev <vlad-andreev@unity3d.com>

* Avoid negative input to sqrt() (Unity-Technologies#6397)

- The calculation of `k` is not numerically robust when done in FP16 and might generate a negative value.
- This can be observed as rendering artifacts on Mali drivers newer than Bifrost/Valhall R21.
- This commit fixes this by by clamping `k` to [0, inf] before the `sqrt()`.
- On Mali-G77 the clamp compiles down to a free output modifier on the previous instruction, so there's no performance impact.

* Refreshed the GUIDs for additional post processing data to avoid conflicts with PPv2 (Unity-Technologies#6394)

* Added known issues page (Unity-Technologies#6447)

* Platform/playstation Unity-Technologies#6380

* Shadow cascade tooltip fix (when using the metric mode) Unity-Technologies#6448

* Focus on Decal uses the extends of the projectors Unity-Technologies#6449

* [8.x.x Backport] Fixed how the area light influence volume is computed to match rasterization. (Unity-Technologies#6455)

* - Fixed how the area light influence volume is computed to match rasterization.

* Fix an issue with axis order

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

* Fixed usage of light size data that are not available at runtime. (Unity-Technologies#6490)

* Changed the diffusion profile warning on the material to an info and changed the message to be more precise. (Unity-Technologies#6481)

* Fix shadow tesselation culling (Unity-Technologies#6477)

* Fix custom pass culling params

* Fixed shadow tessellation culling

* revert custom pass code

* Add option to disable XR rendering on the camera settings Unity-Technologies#6372

* Move scene view camera settings to camera settings window Unity-Technologies#6390

* Corrected typo and changed links to .md (Unity-Technologies#6414)

* Corrected typo and changed links to .md

* Update Master-Node-Fabric.md

* Hdrp /fix reset of HDAdditionalLightData Unity-Technologies#6453

* Fix null error when leaving debug menu Unity-Technologies#6467

* Hdrp /fix drag area width at left of light intensity Unity-Technologies#6471

* Fix issue with baked reflection probes constantly marked as dirty with auto-bake on Unity-Technologies#6473

* Fix custom pass depth copy Unity-Technologies#6484

* Hdrp /lookdev ui fixes Unity-Technologies#6491

* Expose a debug constant in ShaderLab to make HDRP/Unlit SRP Batcher compatible again. Unity-Technologies#6496

* fix unused leftover (Unity-Technologies#6497)

* Fix custom pass test reference images (Unity-Technologies#6512)

* [8.x.x Backport] Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). (Unity-Technologies#6506)

* - Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045).

* Small fix to avoid text overlapping

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>

* Fixed an usage of a a compute buffer not bound (1229964) (Unity-Technologies#27)

Co-authored-by: Anis <anis@unity3d.com>

* Removed wrongly serialized fields in StaticLightingSky (Unity-Technologies#6441)

* Fix issues in the post process system with RenderTexture being invalid in some cases. Causing rendering problems. Unity-Technologies#6480

* Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. Unity-Technologies#6493

* Hdrp/docs/glossary f number (Unity-Technologies#6523)

* Update Glossary.md

* Update Glossary.md

* path validation when creating new volume profile (Unity-Technologies#36)

* Clamp probes compression factor to 0 #19

* [Backport 8.x.x] Fix various leaks in HDRP (Unity-Technologies#119)

* Fixed a number of leak in HDRP

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs

* Update changelog

* [8.x.x backport] Follow references when deleting unloading unused assets on shader graph save (case 1230996)  (Unity-Technologies#115)

* Follow references when unloading unneeded assets

* Changelog

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

* Fix MSAA resolve when there is no motion vectors

* Fix issues causing planar probes to be broken with multiple cameras in the scene

* Axf - Add specaa, add baked ao, fix reflection hierarchy for carpaint.

* Hdrp/fix/custom pass msaa rendering info

* Added disocclusion and ghosting to the glossary (Unity-Technologies#75)

* fix switch shader compilation (Unity-Technologies#111)

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* Added baked GI rp support caveat and made setting shadow filter quality clearer for deferred high. (Unity-Technologies#145)

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… AOV) [Skip CI] (Unity-Technologies#105)

* backport Add support for lighting decomposition debug mode (+ AOV)

* fix hlsls file break during merge

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…chnologies#100) (Unity-Technologies#151)

* safe default resources ( and no more assetdatabase asserts) (Unity-Technologies#100)

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* Optional VFXResources asset can be created by user and override code defaults.

* Don't sanitize if the dependencies are not already here at first import.

* removed comment.

* Fix for detection of Default resource asset
# Conflicts:
#	TestProjects/VisualEffectGraph/Assets/VFXDefaultResources.asset

* Update VFXResources.cs
* Fix bug with selecting custom mesh in master preview

* Fix bug with selecting custom mesh in master preview

* Fix changelog
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alindmanUnity and others added 3 commits August 7, 2020 13:12
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@Kleptine Kleptine requested a review from matteblair August 18, 2020 15:51
@Kleptine Kleptine changed the title Asg/john/render layer color grading Different Color Grading for different Render Layers. Aug 18, 2020
@matteblair
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There's something weird with the post-processing volume in the main scene, it seems like it's got two of all the components that it's supposed to have from the post profile. This makes the settings behave unexpectedly. I was able to create a new volume using an existing post profile and then it worked as expected.

The only thing that doesn't seem to work is that changing the tonemapping mode seems to have no effect - I'm not sure whether it's being applied at all. If I checkout the current "master" for the submodule, I'm able to see a clear difference between tonemapping modes in the same scene, so its something to do with this change.

@Kleptine
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Hmm.. odd. Might be worth screen sharing tomorrow at standup. Tonemapping is definitely working for me, or at least last time I checked.

@Kleptine
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Kleptine commented Aug 20, 2020

Oh, regarding the settings in the main scene. You'd need to be on my branch for that: john/per-object-postprocessing. That said, it shouldn't be broken -- I'm not entirely sure what you're observing.

@matteblair
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Yeah I can just show you tomorrow.

There's also the broader question of "is this a good tool for our renderer". I'm not totally sure. I don't think we should be leaning on post-processing to do a lot of heavy lifting for the visuals. The volume system has a somewhat limited set of knobs for us to turn - especially since we're limiting ourselves to only the operations that we can do in the forward pass. Instead, I think what might serve us better is to work more with customizing materials.

We could make a custom version (or several versions) of the URP Lit shader and add parameters for stylization there. In a shader we'd have much more control over the effects and their performance characteristics. Keeping our work in the materials would probably play a lot nicer with existing workflows too.

@Kleptine
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Kleptine commented Aug 20, 2020

Yeah, I agree. The way I see it, we should be reaching for materials for the bulk of the work, and then for PostProcessing only for the tasks that can't be accomplished easily any other way.

I'm fairly hesitant to actually branch the URP Lit Shader. It would cause it to stop working with ShaderGraph's Lit Master node, and I think it would really start to be a maintenance headache. I'd much prefer to make small modifications to the core lit shader, with static branches, such as adding subsurface scattering.

You may also be underestimating the number of knobs in the Volume system. There's ~10 different components that all affect color grading, many of which I used in some of the tuning I did recently. The big benefit of using Volumes is that all of these knobs can be used for no performance cost -- they get baked into the LUT.

… into the forward pass. Currently just removes the intermediate pass.
… when the toggle is set in the URP Pipeline Asset.
… when the toggle is set in the URP Pipeline Asset.
…ed lightmap lighting.

(PR #2) Derives the correct, but un-normalized light direction vector from the lightmap.
(PR #2) Adds extra debug functions, and remapping functions.
(PR #2) Decreases smoothness of materials in the non-directional light, to simulate specular scattering.
(PR #2) Add warning about extra texture fetch.

(PR #3) Fix up shadergraph lit shader to populate the lightmap direction vector.
…he LUT render target.

Otherwise, the color pass ends up enabling XR mode.
@Kleptine Kleptine force-pushed the asg/john/render-layer-color-grading branch from 6dc21c6 to 078ef17 Compare August 20, 2020 23:48
@Kleptine
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Ok, I've rebased this on top of the latest graphics repo. It's not all that bad, or at least no worse than any other graphics PR has been.

…t affects.

# Conflicts:
#	com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs
# Conflicts:
#	com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs
#	com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs
#	com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs
#	com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs
@Kleptine Kleptine force-pushed the asg/john/render-layer-color-grading branch from 078ef17 to 2eef53e Compare August 20, 2020 23:53
@SoumyaRipan
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SoumyaRipan commented Sep 24, 2022

Screenshot 2022-09-24 160331
Hi, Thank you so much for creating this. I have cloned this project for testing the custom postprocess effect in forward render of URP.
But after opening up the project in 2020.3.39f1, it shows all urp materials black.
Can you please tell, what can be the reason for this?

@Kleptine
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Hi, unfortunately this repository is provided for reference only! So there's no guarantees that it will work in a generic project, and has many optimizations in it that are specific to The Last Clockwinder.

That said, note the checkbox in the lit shader "Realtime Main Light". We disabled the main directional light in this branch because we don't use it.

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