diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs index 1c2066490ee..05965a34c50 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceCuller.cs @@ -681,7 +681,7 @@ unsafe public void Execute() allocInfo.drawCount = outIndirectCommandIndex; allocInfo.instanceCount = outIndirectVisibleInstanceIndex; - int drawAllocCount = allocInfo.drawCount + IndirectBufferContextStorage.kExtraDrawAllocationCount; + int drawAllocCount = allocInfo.drawCount; int drawAllocEnd = Interlocked.Add(ref UnsafeUtility.AsRef(allocCounters + (int)IndirectAllocator.NextDrawIndex), drawAllocCount); allocInfo.drawAllocIndex = drawAllocEnd - drawAllocCount; @@ -1525,6 +1525,7 @@ private static class ShaderIDs public static readonly int InstanceOcclusionCullerShaderVariables = Shader.PropertyToID("InstanceOcclusionCullerShaderVariables"); public static readonly int _DrawInfo = Shader.PropertyToID("_DrawInfo"); public static readonly int _InstanceInfo = Shader.PropertyToID("_InstanceInfo"); + public static readonly int _DispatchArgs = Shader.PropertyToID("_DispatchArgs"); public static readonly int _DrawArgs = Shader.PropertyToID("_DrawArgs"); public static readonly int _InstanceIndices = Shader.PropertyToID("_InstanceIndices"); public static readonly int _InstanceDataBuffer = Shader.PropertyToID("_InstanceDataBuffer"); @@ -1800,7 +1801,7 @@ public unsafe JobHandle CreateCullJobTree( cullingOutput = cullingOutput.drawCommands, indirectBufferLimits = indirectBufferLimits, visibleInstancesBufferHandle = m_IndirectStorage.visibleInstanceBufferHandle, - indirectArgsBufferHandle = m_IndirectStorage.indirectArgsBufferHandle, + indirectArgsBufferHandle = m_IndirectStorage.indirectDrawArgsBufferHandle, indirectBufferAllocInfo = indirectBufferAllocInfo, indirectInstanceInfoGlobalArray = m_IndirectStorage.instanceInfoGlobalArray, indirectDrawInfoGlobalArray = m_IndirectStorage.drawInfoGlobalArray, @@ -2092,7 +2093,7 @@ internal void EnsureValidOcclusionTestResults(int viewInstanceID) int kernel = m_CopyInstancesKernel; cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawInfo, m_IndirectStorage.drawInfoBuffer); cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceInfo, m_IndirectStorage.instanceInfoBuffer); - cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, m_IndirectStorage.argsBuffer); + cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, m_IndirectStorage.drawArgsBuffer); cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceIndices, m_IndirectStorage.instanceBuffer); cmd.DispatchCompute(cs, kernel, (allocInfo.instanceCount + 63) / 64, 1, 1); @@ -2245,10 +2246,10 @@ private void AddOcclusionCullingDispatch( if (doCopyInstances) { int kernel = m_CopyInstancesKernel; - cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawInfo, m_IndirectStorage.drawInfoBuffer); - cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceInfo, m_IndirectStorage.instanceInfoBuffer); - cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, m_IndirectStorage.argsBuffer); - cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceIndices, m_IndirectStorage.instanceBuffer); + cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawInfo, bufferHandles.drawInfoBuffer); + cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceInfo, bufferHandles.instanceInfoBuffer); + cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, bufferHandles.drawArgsBuffer); + cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceIndices, bufferHandles.instanceBuffer); cmd.DispatchCompute(cs, kernel, (allocInfo.instanceCount + 63) / 64, 1, 1); } @@ -2257,7 +2258,10 @@ private void AddOcclusionCullingDispatch( { int kernel = m_ResetDrawArgsKernel; cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawInfo, bufferHandles.drawInfoBuffer); - cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, bufferHandles.argsBuffer); + cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, bufferHandles.drawArgsBuffer); + if (isSecondPass) + cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DispatchArgs, bufferHandles.dispatchArgsBuffer); + cmd.DispatchCompute(cs, kernel, (allocInfo.drawCount + 63) / 64, 1, 1); } @@ -2266,7 +2270,7 @@ private void AddOcclusionCullingDispatch( int kernel = m_CullInstancesKernel; cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawInfo, bufferHandles.drawInfoBuffer); cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceInfo, bufferHandles.instanceInfoBuffer); - cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, bufferHandles.argsBuffer); + cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._DrawArgs, bufferHandles.drawArgsBuffer); cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceIndices, bufferHandles.instanceBuffer); cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._InstanceDataBuffer, batchersContext.gpuInstanceDataBuffer); cmd.SetComputeBufferParam(cs, kernel, ShaderIDs._OcclusionDebugCounters, m_OcclusionEventDebugArray.CounterBuffer); @@ -2278,7 +2282,7 @@ private void AddOcclusionCullingDispatch( OcclusionCullingCommon.SetDebugPyramid(cmd, m_OcclusionTestShader, kernel, occluderHandles); if (isSecondPass) - cmd.DispatchCompute(cs, kernel, bufferHandles.argsBuffer, (uint)(GraphicsBuffer.IndirectDrawIndexedArgs.size * allocInfo.GetExtraDrawInfoSlotIndex())); + cmd.DispatchCompute(cs, kernel, bufferHandles.dispatchArgsBuffer, 0); else cmd.DispatchCompute(cs, kernel, (allocInfo.instanceCount + 63) / 64, 1, 1); } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceOcclusionCuller.cs b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceOcclusionCuller.cs index 66adf030165..06bdadb5b66 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceOcclusionCuller.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/GPUDriven/InstanceOcclusionCuller.cs @@ -560,14 +560,16 @@ internal struct IndirectBufferContextHandles { public BufferHandle instanceBuffer; public BufferHandle instanceInfoBuffer; - public BufferHandle argsBuffer; + public BufferHandle dispatchArgsBuffer; + public BufferHandle drawArgsBuffer; public BufferHandle drawInfoBuffer; public void UseForOcclusionTest(IBaseRenderGraphBuilder builder) { instanceBuffer = builder.UseBuffer(instanceBuffer, AccessFlags.ReadWrite); instanceInfoBuffer = builder.UseBuffer(instanceInfoBuffer, AccessFlags.Read); - argsBuffer = builder.UseBuffer(argsBuffer, AccessFlags.ReadWrite); + dispatchArgsBuffer = builder.UseBuffer(dispatchArgsBuffer, AccessFlags.ReadWrite); + drawArgsBuffer = builder.UseBuffer(drawArgsBuffer, AccessFlags.ReadWrite); drawInfoBuffer = builder.UseBuffer(drawInfoBuffer, AccessFlags.Read); } } @@ -575,7 +577,6 @@ public void UseForOcclusionTest(IBaseRenderGraphBuilder builder) internal struct IndirectBufferContextStorage : IDisposable { private const int kAllocatorCount = (int)IndirectAllocator.Count; - internal const int kExtraDrawAllocationCount = 1; // over-allocate by one for indirect args scratch space GPU-side internal const int kInstanceInfoGpuOffsetMultiplier = 2; // GPU side allocates storage for extra copy of instance list private IndirectBufferLimits m_BufferLimits; @@ -584,7 +585,8 @@ internal struct IndirectBufferContextStorage : IDisposable private GraphicsBuffer m_InstanceInfoBuffer; private NativeArray m_InstanceInfoStaging; - private GraphicsBuffer m_ArgsBuffer; + private GraphicsBuffer m_DispatchArgsBuffer; + private GraphicsBuffer m_DrawArgsBuffer; private GraphicsBuffer m_DrawInfoBuffer; private NativeArray m_DrawInfoStaging; @@ -596,11 +598,12 @@ internal struct IndirectBufferContextStorage : IDisposable public GraphicsBuffer instanceBuffer { get { return m_InstanceBuffer; } } public GraphicsBuffer instanceInfoBuffer { get { return m_InstanceInfoBuffer; } } - public GraphicsBuffer argsBuffer { get { return m_ArgsBuffer; } } + public GraphicsBuffer dispatchArgsBuffer { get { return m_DispatchArgsBuffer; } } + public GraphicsBuffer drawArgsBuffer { get { return m_DrawArgsBuffer; } } public GraphicsBuffer drawInfoBuffer { get { return m_DrawInfoBuffer; } } public GraphicsBufferHandle visibleInstanceBufferHandle { get { return m_InstanceBuffer.bufferHandle; } } - public GraphicsBufferHandle indirectArgsBufferHandle { get { return m_ArgsBuffer.bufferHandle; } } + public GraphicsBufferHandle indirectDrawArgsBufferHandle { get { return m_DrawArgsBuffer.bufferHandle; } } public IndirectBufferContextHandles ImportBuffers(RenderGraph renderGraph) { @@ -608,7 +611,8 @@ public IndirectBufferContextHandles ImportBuffers(RenderGraph renderGraph) { instanceBuffer = renderGraph.ImportBuffer(m_InstanceBuffer), instanceInfoBuffer = renderGraph.ImportBuffer(m_InstanceInfoBuffer), - argsBuffer = renderGraph.ImportBuffer(m_ArgsBuffer), + dispatchArgsBuffer = renderGraph.ImportBuffer(m_DispatchArgsBuffer), + drawArgsBuffer = renderGraph.ImportBuffer(m_DrawArgsBuffer), drawInfoBuffer = renderGraph.ImportBuffer(m_DrawInfoBuffer), }; } @@ -653,7 +657,9 @@ void FreeInstanceBuffers() void AllocateDrawBuffers(int maxDrawCount) { - m_ArgsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.IndirectArguments, (maxDrawCount + kExtraDrawAllocationCount) * (GraphicsBuffer.IndirectDrawIndexedArgs.size / sizeof(int)), sizeof(int)); + // Compute dispatch arguments are number of thread groups in X,Y and Z dimensions, hence 3 integers for the size. + m_DispatchArgsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.IndirectArguments, 3, sizeof(int)); + m_DrawArgsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured | GraphicsBuffer.Target.IndirectArguments, maxDrawCount * (GraphicsBuffer.IndirectDrawIndexedArgs.size / sizeof(int)), sizeof(int)); m_DrawInfoBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Structured, maxDrawCount, System.Runtime.InteropServices.Marshal.SizeOf()); m_DrawInfoStaging = new NativeArray(maxDrawCount, Allocator.Persistent, NativeArrayOptions.UninitializedMemory); m_BufferLimits.maxDrawCount = maxDrawCount; @@ -661,7 +667,8 @@ void AllocateDrawBuffers(int maxDrawCount) void FreeDrawBuffers() { - m_ArgsBuffer.Release(); + m_DispatchArgsBuffer.Release(); + m_DrawArgsBuffer.Release(); m_DrawInfoBuffer.Release(); m_DrawInfoStaging.Dispose(); m_BufferLimits.maxDrawCount = 0; diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.hlsl b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.hlsl index b7ae5454872..a6aa8090f27 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.hlsl +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.hlsl @@ -911,18 +911,24 @@ void EvaluateAdaptiveProbeVolume(in float3 posWS, in float3 normalWS, in float3 void EvaluateAdaptiveProbeVolume(in float3 posWS, in float2 positionSS, out float3 bakeDiffuseLighting) { APVResources apvRes = FillAPVResources(); - posWS = AddNoiseToSamplingPosition(posWS, positionSS, 1); posWS -= _APVWorldOffset; + float3 ambientProbe = EvaluateAmbientProbe(0); + float3 uvw; if (TryToGetPoolUVW(apvRes, posWS, 0, 0, uvw)) { bakeDiffuseLighting = SAMPLE_TEXTURE3D_LOD(apvRes.L0_L1Rx, s_linear_clamp_sampler, uvw, 0).rgb; + if (_APVSkyOcclusionWeight > 0) + { + float skyOcclusionL0 = kSHBasis0 * SAMPLE_TEXTURE3D_LOD(apvRes.SkyOcclusionL0L1, s_linear_clamp_sampler, uvw, 0).x; + bakeDiffuseLighting += ambientProbe * skyOcclusionL0; + } } else { - bakeDiffuseLighting = EvaluateAmbientProbe(0); + bakeDiffuseLighting = ambientProbe; } } diff --git a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs index e0b37ef8e2a..75373761397 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBakingSet.cs @@ -26,6 +26,7 @@ public LogarithmicAttribute(int min, int max) /// /// An Asset which holds a set of settings to use with a . /// + [CoreRPHelpURL("probevolumes-usebakingsets", "com.unity.render-pipelines.high-definition")] public sealed partial class ProbeVolumeBakingSet : ScriptableObject, ISerializationCallbackReceiver { internal enum Version diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs index 96e59067ff0..274170fb0b1 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/NativePassCompiler.cs @@ -656,7 +656,7 @@ void DetectMemoryLessResources() foreach (ref readonly var nativePass in contextData.NativePasses) { // Loop over all created resources by this nrp - var graphPasses = nativePass.GraphPasses(contextData); + var graphPasses = nativePass.GraphPasses(contextData, out var actualPasses); foreach (ref readonly var subPass in graphPasses) { foreach (ref readonly var createdRes in subPass.FirstUsedResources(contextData)) @@ -698,6 +698,8 @@ void DetectMemoryLessResources() } } } + if (actualPasses.IsCreated) + actualPasses.Dispose(); } } } @@ -742,7 +744,8 @@ private void ExecuteInitializeResource(InternalRenderGraphContext rgContext, Ren if (pass.mergeState == PassMergeState.Begin || pass.mergeState == PassMergeState.None) { ref var nativePass = ref contextData.nativePassData.ElementAt(pass.nativePassIndex); - foreach (ref readonly var subPass in nativePass.GraphPasses(contextData)) + var graphPasses = nativePass.GraphPasses(contextData, out var actualPasses); + foreach (ref readonly var subPass in graphPasses) { foreach (ref readonly var res in subPass.FirstUsedResources(contextData)) { @@ -770,6 +773,8 @@ private void ExecuteInitializeResource(InternalRenderGraphContext rgContext, Ren } } } + if (actualPasses.IsCreated) + actualPasses.Dispose(); } } // Other passes just create them at the beginning of the individual pass @@ -1290,7 +1295,8 @@ private void ExecuteDestroyResource(InternalRenderGraphContext rgContext, Render if (pass.mergeState == PassMergeState.End || pass.mergeState == PassMergeState.None) { ref var nativePass = ref contextData.nativePassData.ElementAt(pass.nativePassIndex); - foreach (ref readonly var subPass in nativePass.GraphPasses(contextData)) + var graphPasses = nativePass.GraphPasses(contextData, out var actualPasses); + foreach (ref readonly var subPass in graphPasses) { foreach (ref readonly var res in subPass.LastUsedResources(contextData)) { @@ -1301,6 +1307,8 @@ private void ExecuteDestroyResource(InternalRenderGraphContext rgContext, Render } } } + if (actualPasses.IsCreated) + actualPasses.Dispose(); } } else diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs index cbe1831b195..ddbd60c1692 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderGraph/Compiler/PassesData.cs @@ -615,15 +615,16 @@ public readonly bool IsValid() } [MethodImpl(MethodImplOptions.AggressiveInlining)] - public readonly ReadOnlySpan GraphPasses(CompilerContextData ctx) + public readonly ReadOnlySpan GraphPasses(CompilerContextData ctx, out NativeArray actualPasses) { // When there's no pass being culled, we can directly return a Span of the Native List if (lastGraphPass - firstGraphPass + 1 == numGraphPasses) { + actualPasses = default; return ctx.passData.MakeReadOnlySpan(firstGraphPass, numGraphPasses); } - var actualPasses = + actualPasses = new NativeArray(numGraphPasses, Allocator.Temp, NativeArrayOptions.UninitializedMemory); @@ -642,10 +643,14 @@ public readonly ReadOnlySpan GraphPasses(CompilerContextData ctx) [MethodImpl(MethodImplOptions.AggressiveInlining)] public readonly void GetGraphPassNames(CompilerContextData ctx, DynamicArray dest) { - foreach (ref readonly var pass in GraphPasses(ctx)) + var span = GraphPasses(ctx, out var actualPasses); + foreach (ref readonly var pass in span) { dest.Add(pass.GetName(ctx)); } + + if (actualPasses.IsCreated) + actualPasses.Dispose(); } // This function does not modify the current render graph state, it only evaluates and returns the correct PassBreakAudit diff --git a/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/GPUDriven/InstanceOcclusionCullingKernels.compute b/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/GPUDriven/InstanceOcclusionCullingKernels.compute index fd055762f53..6c9fc7378a6 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/GPUDriven/InstanceOcclusionCullingKernels.compute +++ b/Packages/com.unity.render-pipelines.core/Runtime/RenderPipelineResources/GPUDriven/InstanceOcclusionCullingKernels.compute @@ -18,17 +18,22 @@ #define OCCLUSION_ANY_PASS #endif -#define DRAW_ARGS_INDEX(N) (5*(_DrawInfoAllocIndex + (N))) -#define DRAW_ARGS_INDEX_INDIRECT_DISPATCH DRAW_ARGS_INDEX(_DrawInfoCount) -#define DRAW_ARGS_INDEX_INSTANCE_COUNTER (DRAW_ARGS_INDEX_INDIRECT_DISPATCH + 3) +#define DRAW_ARGS_PARAMETER_COUNT 5 +#define DRAW_ARGS_INSTANCE_COUNT_PARAMETER_OFFSET 1 +#define DRAW_ARGS_INDEX(N) (DRAW_ARGS_PARAMETER_COUNT*(_DrawInfoAllocIndex + (N))) +#define DRAW_ARGS_INDEX_INDIRECT_DISPATCH DRAW_ARGS_INDEX(_DrawInfoCount) +#define DRAW_ARGS_INDEX_INSTANCE_COUNTER (DRAW_ARGS_INDEX_INDIRECT_DISPATCH + 3) #define INSTANCE_INFO_OFFSET_SECOND_PASS(N) (_InstanceInfoCount + (N)) // buffers allocate 2 sets of instance info per instance (for the second pass) #define INSTANCE_ALLOC_INDEX (_InstanceInfoAllocIndex/2) +#define THREAD_GROUP_SIZE 64 + StructuredBuffer _DrawInfo; RWStructuredBuffer _InstanceInfo; +RWStructuredBuffer _DispatchArgs; RWStructuredBuffer _DrawArgs; RWByteAddressBuffer _InstanceIndices; ByteAddressBuffer _InstanceDataBuffer; @@ -66,7 +71,7 @@ SphereBound LoadInstanceBoundingSphere(uint instanceID) return b; } -[numthreads(64,1,1)] +[numthreads(THREAD_GROUP_SIZE, 1, 1)] void ResetDrawArgs(uint drawInfoOffset : SV_DispatchThreadID) { if (drawInfoOffset < _DrawInfoCount) @@ -84,11 +89,11 @@ void ResetDrawArgs(uint drawInfoOffset : SV_DispatchThreadID) if (drawInfoOffset == 0) { #ifdef OCCLUSION_SECOND_PASS - // convert to dispatch args - uint argsBase = DRAW_ARGS_INDEX_INDIRECT_DISPATCH; - _DrawArgs[argsBase + 0] = (_DrawArgs[DRAW_ARGS_INDEX_INSTANCE_COUNTER] + 63)/64; - _DrawArgs[argsBase + 1] = 1; - _DrawArgs[argsBase + 2] = 1; + // convert to compute dispatch args + uint argsBase = 0; + _DispatchArgs[argsBase + 0] = (_DrawArgs[DRAW_ARGS_INDEX_INSTANCE_COUNTER] + (THREAD_GROUP_SIZE-1)) / THREAD_GROUP_SIZE; + _DispatchArgs[argsBase + 1] = 1; + _DispatchArgs[argsBase + 2] = 1; #else // zero the instance count _DrawArgs[DRAW_ARGS_INDEX_INSTANCE_COUNTER] = 0; @@ -96,7 +101,7 @@ void ResetDrawArgs(uint drawInfoOffset : SV_DispatchThreadID) } } -[numthreads(64, 1, 1)] +[numthreads(THREAD_GROUP_SIZE, 1, 1)] void CopyInstances(uint dispatchIdx : SV_DispatchThreadID) { if (dispatchIdx < _DrawInfoCount) @@ -133,7 +138,7 @@ uint GetPrimitiveCount(uint indexCount, uint topology, bool nativeQuads) } } -[numthreads(64,1,1)] +[numthreads(THREAD_GROUP_SIZE, 1, 1)] void CullInstances(uint instanceInfoOffset : SV_DispatchThreadID) { uint instanceInfoCount = GetInstanceInfoCount(); @@ -202,7 +207,7 @@ void CullInstances(uint instanceInfoOffset : SV_DispatchThreadID) { uint argsBase = DRAW_ARGS_INDEX(drawOffset); uint offsetWithinDraw = 0; - InterlockedAdd(_DrawArgs[argsBase + 1], 1 << _InstanceMultiplierShift, offsetWithinDraw); // IndirectDrawIndexedArgs.instanceCount + InterlockedAdd(_DrawArgs[argsBase + DRAW_ARGS_INSTANCE_COUNT_PARAMETER_OFFSET], 1 << _InstanceMultiplierShift, offsetWithinDraw); // IndirectDrawIndexedArgs.instanceCount offsetWithinDraw = offsetWithinDraw >> _InstanceMultiplierShift; IndirectDrawInfo drawInfo = LoadDrawInfo(drawOffset); diff --git a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs index 9149701953f..4032cfadc44 100644 --- a/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs +++ b/Packages/com.unity.render-pipelines.core/Runtime/XR/XRSystem.cs @@ -228,15 +228,15 @@ public static void SetRenderScale(float renderScale) /// - /// Used by the render pipeline to retrieve the renderViewportScale value from the XR display. + /// Used by the render pipeline to retrieve the applied renderViewportScale value from the XR display. /// One use case for retriving this value is that render pipeline can properly sync some SRP owned textures to scale accordingly /// - /// Returns current scaleOfAllViewports value from the XRDisplaySubsystem. + /// Returns current appliedViewportScale value from the XRDisplaySubsystem. public static float GetRenderViewportScale() { #if ENABLE_VR && ENABLE_XR_MODULE - return s_Display.scaleOfAllViewports; + return s_Display.appliedViewportScale; #else return 1.0f; #endif diff --git a/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs b/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs index 42d43f56485..86eaf46c9b2 100644 --- a/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs +++ b/Packages/com.unity.render-pipelines.core/Tests/Editor/NativePassCompilerRenderGraphTests.cs @@ -1316,7 +1316,9 @@ public void GraphPassesDoesNotAlloc() ValidateNoGCAllocs(() => { - passes[0].GraphPasses(result.contextData); + var graphPasses = passes[0].GraphPasses(result.contextData, out var actualPasses); + if (actualPasses.IsCreated) + actualPasses.Dispose(); }); // From RenderPassCullingTests.cs diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md index 5d64aec6bc8..78ee84189bb 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/Material-Type.md @@ -8,7 +8,7 @@ The **Material Type** property allows you to give your Material a type, which al | **Standard** | Applies the basic metallic Shader workflow to the Material. This is the default **Material Type**. | | **Anisotropy** | Applies the anisotropic workflow to the Material. The highlights of Anisotropic surfaces change in appearance as you view the Material from different angles. Use this **Material Type** to create Materials with anisotropic highlights. For example, brushed metal or velvet. | | **Iridescence** | Applies the Iridescence workflow to the Material. Iridescent surfaces appear to gradually change color as the angle of view or angle of illumination changes. Use this **Material Type** to create Materials like soap bubbles, iridescent metal, or insect wings. | -| **Specular Color** | Applies the Specular Color workflow to the Material. Use this **Material Type** to create Materials with a coloured specular highlight. This is similar to the [built-in Specular Shader](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html). | +| **Specular Color** | Applies the Specular Color workflow to the Material. Use this **Material Type** to create Materials with a coloured specular highlight. For more information, refer to [Metallic and specular workflows](https://docs.unity3d.com/Documentation/Manual/StandardShaderMetallicVsSpecular.html). | | **Translucent** | Applies the Translucent workflow to the Material. Use this **Material Type**, and a thickness map, to simulate a translucent object, such as a plant leaf. In contrast to **Subsurface Scattering** Materials, **Translucent** Materials do not blur light that transmits through the Material. | ![A detailed dragon statuette, rendered three times. The first dragon is iridescent, the second is a translucent green material, and the third has subsurface scattering.](Images/MaterialType1.png) diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/shadows-visualize-and-adjust.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/shadows-visualize-and-adjust.md index 89986a1f7fe..347a8f9d0e6 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/shadows-visualize-and-adjust.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/shadows-visualize-and-adjust.md @@ -1,4 +1,4 @@ -## Visualize and adjust shadows +# Visualize and adjust shadows You can use the Shadows override to visualize the cascade sizes in the Inspector, and the boundaries of the cascades as they appear inside your Scene in real time. @@ -9,7 +9,8 @@ In the Inspector, use the **Cascade Splits** bar to see the size of each cascade In the Scene view and the Game view, the cascade visualization feature allows you to see the boundaries of each cascade in your Scene. Each color represents a separate cascade, and the colors match those in the **Cascade Splits** bar. This allows you to see which colored area matches which cascade. -![Cascade visualization example.](/Images/Override-Shadows3.png) +![A visualization of shadow cascades in the default Unity sample scene. Each shadow cascade displays as a concentric coloured circle.](Images/Override-Shadows3.png)
+A visualization of shadow cascades in the default Unity sample scene. Each shadow cascade displays as a concentric coloured circle. To enable the cascade visualization feature, select **Show Cascades** at the top of the list of **Shadows** properties. You can now see the shadow maps in the Scene view and the Game view. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/base-color-parametrization.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/base-color-parametrization.md index bbc2a172f35..b6f657ea342 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/base-color-parametrization.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/base-color-parametrization.md @@ -2,5 +2,5 @@ Base Color Parametrization N/A N/A -Specifies the method to set color and reflectance properties of the material. The options are:
Base Metallic: Applies the basic metallic Shader workflow to the material. In the StackLit shader, when Metallic is 0, Dielectric Ior determines the specular color of the base layer.
Specular Color: Applies the Specular Color workflow to the material. Use this to create Materials with a coloured specular highlight. This is similar to the built-in Specular Shader. +Specifies the method to set color and reflectance properties of the material. The options are:
Base Metallic: Applies the basic metallic Shader workflow to the material. In the StackLit shader, when Metallic is 0, Dielectric Ior determines the specular color of the base layer.
Specular Color: Applies the Specular Color workflow to the material. Use this to create Materials with a coloured specular highlight. For more information, refer to Metallic and specular workflows. diff --git a/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/material-type.md b/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/material-type.md index 81f9c1eb1d0..25d0c2b2fc0 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/material-type.md +++ b/Packages/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/surface-options/material-type.md @@ -2,5 +2,5 @@ Material Type N/A N/A -Specifies a type for the material. This allows you to customize the material with different settings depending on the type you select. The options are:
• Subsurface Scattering: Applies the subsurface scattering workflow to the material. Subsurface scattering simulates the way light interacts with and penetrates translucent objects, such as skin or plant leaves. When light penetrates the surface of a subsurface scattering material, it scatters and blurs before exiting the surface at a different point.
• Standard: Applies the basic metallic Shader workflow to the material. This is the default Material Type.
• Anisotropy: Applies the anisotropic workflow to the material. The highlights of Anisotropic surfaces change in appearance as you view the material from different angles. Use this Material Type to create materials with anisotropic highlights. For example, brushed metal or velvet.
• Iridescence: Applies the Iridescence workflow to the material. Iridescent surfaces appear to gradually change color as the angle of view or angle of illumination changes. Use this Material Type to create materials like soap bubbles, iridescent metal, or insect wings.
• Specular Color: Applies the Specular Color workflow to the material. Use this Material Type to create Materials with a coloured specular highlight. This is similar to the built-in Specular Shader.
• Translucent: Applies the Translucent workflow to the material. Use this Material Type, and a thickness map, to simulate a translucent material. In contrast to Subsurface Scattering materials, Translucent materials do not blur light that transmits through the material.
For more information about the feature and for the list of properties each Material Type exposes, see the Material Type documentation. +Specifies a type for the material. This allows you to customize the material with different settings depending on the type you select. The options are:
• Subsurface Scattering: Applies the subsurface scattering workflow to the material. Subsurface scattering simulates the way light interacts with and penetrates translucent objects, such as skin or plant leaves. When light penetrates the surface of a subsurface scattering material, it scatters and blurs before exiting the surface at a different point.
• Standard: Applies the basic metallic Shader workflow to the material. This is the default Material Type.
• Anisotropy: Applies the anisotropic workflow to the material. The highlights of Anisotropic surfaces change in appearance as you view the material from different angles. Use this Material Type to create materials with anisotropic highlights. For example, brushed metal or velvet.
• Iridescence: Applies the Iridescence workflow to the material. Iridescent surfaces appear to gradually change color as the angle of view or angle of illumination changes. Use this Material Type to create materials like soap bubbles, iridescent metal, or insect wings.
• Specular Color: Applies the Specular Color workflow to the material. Use this Material Type to create Materials with a coloured specular highlight. For more information, refer to Metallic and specular workflows.
• Translucent: Applies the Translucent workflow to the material. Use this Material Type, and a thickness map, to simulate a translucent material. In contrast to Subsurface Scattering materials, Translucent materials do not blur light that transmits through the material.
For more information about the feature and for the list of properties each Material Type exposes, see the Material Type documentation. diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightEditor.cs b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightEditor.cs index ad5e42b9a7d..b1998f71199 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightEditor.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightEditor.cs @@ -66,6 +66,9 @@ void OnUndoRedo() foreach (var hdLightData in m_AdditionalLightDatas) if (hdLightData != null) { + if (hdLightData.lightIdxForCachedShadows >= 0) // If it is within the cached system we need to evict it. + HDShadowManager.cachedShadowManager.EvictLight(hdLightData, hdLightData.legacyLight.type); + hdLightData.UpdateAreaLightEmissiveMesh(); hdLightData.UpdateRenderEntity(); } diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl index d5fbc8ec195..9510cb8e922 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/ShaderPass.template.hlsl @@ -89,7 +89,7 @@ void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDes // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion - surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); + surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl index f462d96f711..18543296072 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/ShaderPass.template.hlsl @@ -96,7 +96,7 @@ void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDes // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion - surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); + surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl index c0b26b4ba29..b6bda6e4bae 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/ShaderPass.template.hlsl @@ -136,7 +136,7 @@ void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDes // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion - surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, N, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); + surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, N, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(N, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/ShaderPass.template.hlsl b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/ShaderPass.template.hlsl index cbd72ac752e..e22db8de030 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/ShaderPass.template.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/ShaderPass.template.hlsl @@ -131,7 +131,7 @@ void BuildSurfaceData(FragInputs fragInputs, inout SurfaceDescription surfaceDes // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) // If we have bent normal and ambient occlusion, process a specular occlusion - surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); + surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); #endif diff --git a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template index ef731b899e7..35abb64b753 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template +++ b/Packages/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXVertexProbeSampling.template @@ -20,7 +20,7 @@ float4 inTangent = float4(o.VFX_VARYING_TANGENT, 1.0f); #else float4 inTangent = o.VFX_VARYING_TANGENT; #endif - GatherDiffuseGIData(o.VFX_VARYING_NORMAL, inTangent, o.VFX_VARYING_POSWS, + GatherDiffuseGIData(o.VFX_VARYING_NORMAL, inTangent, VFXGetPositionRWS(o.VFX_VARYING_POSWS), o.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[0], o.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[1], o.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[2]); diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/SurfaceShading.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/SurfaceShading.hlsl index 4753e19d2a9..523718345fc 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/SurfaceShading.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/SurfaceShading.hlsl @@ -87,10 +87,9 @@ DirectLighting ShadeSurface_Directional(LightLoopContext lightLoopContext, // Apply the volumetric cloud shadow if relevant // We evaluate them here instead of inside EvaluateLight_Directional to be able to apply it on objects // with transmission and still benefit from shadow dimmer and colored shadows - if (light.shadowIndex >= 0 && _VolumetricCloudsShadowOriginToggle.w == 1.0) + if (_VolumetricCloudsShadowOriginToggle.w == 1.0) { cloudShadow = EvaluateVolumetricCloudsShadows(light, posInput.positionWS); - lightLoopContext.shadowValue *= cloudShadow; } #endif @@ -105,6 +104,7 @@ DirectLighting ShadeSurface_Directional(LightLoopContext lightLoopContext, #endif { SHADOW_TYPE shadow = EvaluateShadow_Directional(lightLoopContext, posInput, light, builtinData, GetNormalForShadowBias(bsdfData)); + shadow *= cloudShadow; float NdotL = dot(bsdfData.normalWS, L); // No microshadowing when facing away from light (use for thin transmission as well) shadow *= NdotL >= 0.0 ? ComputeMicroShadowing(GetAmbientOcclusionForMicroShadowing(bsdfData), NdotL, _MicroShadowOpacity) : 1.0; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index c21dd3f057b..3ac6d27fe59 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -2308,8 +2308,7 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c if ((hdCam != null) && cameraRequestedDynamicRes) { - // TODO: Expose the graphics caps info on whether the platform supports hw dynamic resolution or not. - bool isHwDrsSupported = camera.allowDynamicResolution; + bool isHwDrsSupported = SystemInfo.supportsDynamicResolution; // We are in a case where the platform does not support hw dynamic resolution, so we force the software fallback. if (drsSettings.dynResType == DynamicResolutionType.Hardware && !isHwDrsSupported) diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/LightBatchingDebugger/LightBatchingDebugger.cs b/Packages/com.unity.render-pipelines.universal/Editor/2D/LightBatchingDebugger/LightBatchingDebugger.cs index 660a9f08a15..781b51c001f 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/2D/LightBatchingDebugger/LightBatchingDebugger.cs +++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/LightBatchingDebugger/LightBatchingDebugger.cs @@ -440,7 +440,7 @@ private void OnSelectionChanged() private void RefreshView() { PopulateData(); - batchListView.RefreshItems(); + batchListView?.RefreshItems(); OnSelectionChanged(); ResetDirty(); diff --git a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteNormalPass.hlsl b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteNormalPass.hlsl index e1d9bcb94d4..27e4957eee7 100644 --- a/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteNormalPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Includes/SpriteNormalPass.hlsl @@ -6,7 +6,6 @@ PackedVaryings vert(Attributes input) input.positionOS = UnityFlipSprite(input.positionOS, unity_SpriteProps.xy); output = BuildVaryings(input); output.color *= unity_SpriteColor; - output.normalWS = -GetViewForwardDir(); PackedVaryings packedOutput = PackVaryings(output); return packedOutput; } diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs index 9955ebd94bc..4aa68d730fd 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawNormal2DPass.cs @@ -53,7 +53,7 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData builder.SetRenderAttachment(universal2DResourceData.normalsTexture[batchIndex], 0); // Depth needed for sprite mask stencil or z test for 3d meshes - if (rendererData.useDepthStencilBuffer) + if (Renderer2D.IsDepthUsageAllowed(frameData, rendererData)) { var depth = universal2DResourceData.normalsDepth.IsValid() ? universal2DResourceData.normalsDepth : commonResourceData.activeDepthTexture; builder.SetRenderAttachmentDepth(depth); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawRenderer2DPass.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawRenderer2DPass.cs index b9005f923c4..0cb6a5e53ea 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawRenderer2DPass.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/DrawRenderer2DPass.cs @@ -180,7 +180,7 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData // Set color and depth attachments builder.SetRenderAttachment(commonResourceData.activeColorTexture, 0); - if (rendererData.useDepthStencilBuffer) + if (Renderer2D.IsDepthUsageAllowed(frameData, rendererData)) builder.SetRenderAttachmentDepth(commonResourceData.activeDepthTexture); builder.AllowGlobalStateModification(true); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs index 45474504221..983b065b15c 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Rendergraph/Renderer2DRendergraph.cs @@ -59,15 +59,28 @@ private RTHandle nextRenderGraphCameraColorHandle } } - private bool IsPixelPerfectCameraEnabled(UniversalCameraData cameraData) + internal static bool IsDepthUsageAllowed(ContextContainer frameData, Renderer2DData rendererData) + { + UniversalCameraData cameraData = frameData.Get(); + + bool allowDepth = rendererData.useDepthStencilBuffer; + + // 3D Render Textures with depth/stencil buffer are not supported + if (cameraData.targetTexture != null) + allowDepth &= cameraData.targetTexture.dimension != TextureDimension.Tex3D; + + return allowDepth; + } + + private bool IsPixelPerfectCameraEnabled(UniversalCameraData cameraData, out PixelPerfectCamera ppc) { - PixelPerfectCamera ppc = null; + ppc = null; // Pixel Perfect Camera doesn't support camera stacking. if (cameraData.renderType == CameraRenderType.Base && cameraData.resolveFinalTarget) cameraData.camera.TryGetComponent(out ppc); - return ppc != null && ppc.enabled && ppc.cropFrame != PixelPerfectCamera.CropFrame.None; + return ppc != null && ppc.enabled; } ImportResourceSummary GetImportResourceSummary(RenderGraph renderGraph, UniversalCameraData cameraData) @@ -79,7 +92,7 @@ ImportResourceSummary GetImportResourceSummary(RenderGraph renderGraph, Universa // Clear back buffer color if pixel perfect crop frame is used // Non-base cameras the back buffer should never be cleared - bool ppcEnabled = IsPixelPerfectCameraEnabled(cameraData); + bool ppcEnabled = IsPixelPerfectCameraEnabled(cameraData, out var ppc) && ppc.cropFrame != PixelPerfectCamera.CropFrame.None; bool clearColorBackbufferOnFirstUse = (cameraData.renderType == CameraRenderType.Base) && (!m_CreateColorTexture || ppcEnabled); bool clearDepthBackbufferOnFirstUse = (cameraData.renderType == CameraRenderType.Base) && !m_CreateColorTexture; @@ -413,7 +426,7 @@ void CreateCameraNormalsTextures(RenderGraph renderGraph, RenderTextureDescripto for (int i = 0; i < resourceData.normalsTexture.Length; ++i) resourceData.normalsTexture[i] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, "_NormalMap", true, RendererLighting.k_NormalClearColor); - if (m_Renderer2DData.useDepthStencilBuffer) + if (IsDepthUsageAllowed(frameData, m_Renderer2DData)) { // Normals pass can reuse active depth if same dimensions, if not create a new depth texture #if !(ENABLE_VR && ENABLE_XR_MODULE) @@ -704,8 +717,7 @@ private void OnAfterRendering(RenderGraph renderGraph) bool applyPostProcessing = cameraData.postProcessEnabled && m_PostProcessPasses.isCreated; bool anyPostProcessing = postProcessingData.isEnabled && m_PostProcessPasses.isCreated; - cameraData.camera.TryGetComponent(out var ppc); - bool requirePixelPerfectUpscale = IsPixelPerfectCameraEnabled(cameraData) && ppc.requiresUpscalePass; + bool requirePixelPerfectUpscale = IsPixelPerfectCameraEnabled(cameraData, out var ppc) && ppc.requiresUpscalePass; // When using Upscale Render Texture on a Pixel Perfect Camera, we want all post-processing effects done with a low-res RT, // and only upscale the low-res RT to fullscreen when blitting it to camera target. Also, final post processing pass is not run in this case, diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 8f18a032ca1..db1f8a5fecd 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -2175,7 +2175,11 @@ internal static bool HDROutputForAnyDisplayIsActive() // We only want to enable HDR Output for the game view once // since the game itself might want to control this - internal bool enableHDROnce = true; + internal bool enableHDROutputOnce = true; + + // We only want to warn once when the render pipeline asset HDR rendering support changes + // and HDR output is active, which is incompatible at the render pipeline asset level. + internal bool warnedRuntimeSwitchHDROutputToSDROutput = false; /// /// Configures the render pipeline to render to HDR output or disables HDR output. @@ -2187,20 +2191,34 @@ void SetHDRState(Camera[] cameras) #endif { bool hdrOutputActive = HDROutputSettings.main.available && HDROutputSettings.main.active; + bool hdrOutputIncompatibleWithSDRRendering = hdrOutputActive && HDROutputSettings.main.displayColorGamut != ColorGamut.Rec709; // If the pipeline doesn't support HDR rendering, output to SDR. - bool supportsSwitchingHDR = SystemInfo.hdrDisplaySupportFlags.HasFlag(HDRDisplaySupportFlags.RuntimeSwitchable); - bool switchHDRToSDR = supportsSwitchingHDR && !asset.supportsHDR && hdrOutputActive; - if (switchHDRToSDR) + bool supportsSwitchingHDROutput = SystemInfo.hdrDisplaySupportFlags.HasFlag(HDRDisplaySupportFlags.RuntimeSwitchable); + bool switchHDROutputToSDROutput = !asset.supportsHDR && hdrOutputActive && hdrOutputIncompatibleWithSDRRendering; + if (switchHDROutputToSDROutput && !warnedRuntimeSwitchHDROutputToSDROutput) { - HDROutputSettings.main.RequestHDRModeChange(false); + if (supportsSwitchingHDROutput) + { + Debug.Log("HDR output is being disabled because the current Render Pipeline Asset does not support HDR rendering."); + HDROutputSettings.main.RequestHDRModeChange(false); + } + else + { + Debug.LogWarning("HDR output is active and cannot be switched off at runtime, but the current Render Pipeline Asset does not support HDR rendering. Image may appear underexposed or oversaturated."); + } + warnedRuntimeSwitchHDROutputToSDROutput = true; } + // Reset the warning flag as soon as the RP asset supports HDR rendering + if (warnedRuntimeSwitchHDROutputToSDROutput && asset.supportsHDR) + warnedRuntimeSwitchHDROutputToSDROutput = false; + #if UNITY_EDITOR bool requestedHDRModeChange = false; // Automatically switch to HDR in the editor if it's available - if (supportsSwitchingHDR && asset.supportsHDR && PlayerSettings.useHDRDisplay && HDROutputSettings.main.available) + if (supportsSwitchingHDROutput && asset.supportsHDR && PlayerSettings.useHDRDisplay && HDROutputSettings.main.available) { #if UNITY_2021_1_OR_NEWER int cameraCount = cameras.Count; @@ -2212,15 +2230,15 @@ void SetHDRState(Camera[] cameras) requestedHDRModeChange = hdrOutputActive; HDROutputSettings.main.RequestHDRModeChange(false); } - else if (enableHDROnce) + else if (enableHDROutputOnce) { requestedHDRModeChange = !hdrOutputActive; HDROutputSettings.main.RequestHDRModeChange(true); - enableHDROnce = false; + enableHDROutputOnce = false; } } - if (requestedHDRModeChange || switchHDRToSDR) + if (requestedHDRModeChange || switchHDROutputToSDROutput) { // Repaint scene views and game views so the HDR mode request is applied UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/.sample.json b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/.sample.json index 44f928c713e..07da3d3b5c8 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/.sample.json +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/.sample.json @@ -1,5 +1,5 @@ { "displayName":"URP Package Samples", - "description": "Collection of scenes showcasing different features of the Universal Render Pipeline.", + "description": "Collection of scenes showcasing different features of the Universal Render Pipeline. To setup the project to use the samples, the URP Package Samples/SharedAssets/Settings/PackageSamplesURPAsset.asset has to be assigned in the Project Settings/Graphics/Set Default Render Pipeline Asset/Default Render pipeline and/or in the Project Settings/Quality/Rendering/Render Pipeline Asset.", "createSeparatePackage": false } \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/CameraStacking/MixedFOV/MixedFOV.unity b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/CameraStacking/MixedFOV/MixedFOV.unity index 5ae86f24fe4..e403a02cb7f 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/CameraStacking/MixedFOV/MixedFOV.unity +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/CameraStacking/MixedFOV/MixedFOV.unity @@ -38,12 +38,12 @@ RenderSettings: m_ReflectionIntensity: 1 m_CustomReflection: {fileID: 0} m_Sun: {fileID: 705507994} - m_IndirectSpecularColor: {r: 0.18028414, g: 0.22571535, b: 0.3069227, a: 1} m_UseRadianceAmbientProbe: 0 --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - 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}, + { + "name": "XR", + "bindingGroup": "XR", + "devices": [ + { + "devicePath": "", + "isOptional": false, + "isOR": false + } + ] + } + ] +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/PlayerControls.inputactions.meta b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/PlayerControls.inputactions.meta new file mode 100644 index 00000000000..fd5f5da027f --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/PlayerControls.inputactions.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: f426eb113dac7124d897c338662b4024 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 8404be70184654265930450def6a9037, type: 3} + generateWrapperCode: 0 + wrapperCodePath: + wrapperClassName: + wrapperCodeNamespace: diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Prefabs/FirstPersonPlayer.prefab b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Prefabs/FirstPersonPlayer.prefab index 7410520bcd9..21aa96c56ec 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Prefabs/FirstPersonPlayer.prefab +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Prefabs/FirstPersonPlayer.prefab @@ -11,6 +11,7 @@ GameObject: - component: {fileID: 4212382672143566193} - component: {fileID: 4891938747972648122} - component: {fileID: 8509898242313118626} + - component: {fileID: 8535537789861062929} m_Layer: 0 m_Name: FirstPersonPlayer m_TagString: Untagged @@ -25,6 +26,7 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2148271877166492642} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0.812, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} @@ -32,7 +34,6 @@ Transform: m_Children: - {fileID: 3363522893988168260} m_Father: {fileID: 0} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!143 &4891938747972648122 CharacterController: @@ -42,9 +43,16 @@ CharacterController: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2148271877166492642} m_Material: {fileID: 0} - m_IsTrigger: 0 + m_IncludeLayers: + serializedVersion: 2 + m_Bits: 0 + m_ExcludeLayers: + serializedVersion: 2 + m_Bits: 0 + m_LayerOverridePriority: 0 + m_ProvidesContacts: 0 m_Enabled: 1 - serializedVersion: 2 + serializedVersion: 3 m_Height: 1.5 m_Radius: 0.4 m_SlopeLimit: 45 @@ -61,15 +69,43 @@ MonoBehaviour: m_GameObject: {fileID: 2148271877166492642} m_Enabled: 1 m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 94f9f55b5897449c29f5189f47cad4bc, type: 3} + m_Script: {fileID: 11500000, guid: 1b63a52c6229a7d48944998a4fcad092, type: 3} m_Name: 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m_ControlsChangedEvent: + m_PersistentCalls: + m_Calls: [] + m_ActionEvents: [] + m_NeverAutoSwitchControlSchemes: 0 + m_DefaultControlScheme: + m_DefaultActionMap: + m_SplitScreenIndex: -1 + m_Camera: {fileID: 1104701761066559480} --- !u!1 &8157311212398424292 GameObject: m_ObjectHideFlags: 0 @@ -82,7 +118,6 @@ GameObject: - component: {fileID: 1104701761066559480} - component: {fileID: 5828494068272712963} - component: {fileID: 6350239021526260069} - - component: {fileID: 8900132868616544278} m_Layer: 0 m_Name: Camera m_TagString: MainCamera @@ -97,13 +132,13 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 8157311212398424292} + serializedVersion: 2 m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0.6, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 4212382672143566193} - m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!20 &1104701761066559480 Camera: @@ -119,9 +154,17 @@ Camera: m_projectionMatrixMode: 1 m_GateFitMode: 2 m_FOVAxisMode: 0 + m_Iso: 200 + m_ShutterSpeed: 0.005 + m_Aperture: 16 + m_FocusDistance: 10 + m_FocalLength: 50 + m_BladeCount: 5 + m_Curvature: {x: 2, y: 11} + m_BarrelClipping: 0.25 + m_Anamorphism: 0 m_SensorSize: {x: 36, y: 24} m_LensShift: {x: 0, y: 0} - m_FocalLength: 50 m_NormalizedViewPortRect: serializedVersion: 2 x: 0 @@ -186,19 +229,17 @@ MonoBehaviour: m_Dithering: 0 m_ClearDepth: 1 m_AllowXRRendering: 1 + m_AllowHDROutput: 1 + m_UseScreenCoordOverride: 0 + m_ScreenSizeOverride: {x: 0, y: 0, z: 0, w: 0} + m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0} m_RequiresDepthTexture: 0 m_RequiresColorTexture: 0 + m_TaaSettings: + m_Quality: 3 + m_FrameInfluence: 0.1 + m_JitterScale: 1 + m_MipBias: 0 + m_VarianceClampScale: 0.9 + m_ContrastAdaptiveSharpening: 0 m_Version: 2 ---- !u!114 &8900132868616544278 -MonoBehaviour: - m_ObjectHideFlags: 0 - m_CorrespondingSourceObject: {fileID: 0} - m_PrefabInstance: {fileID: 0} - m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 8157311212398424292} - m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: 21aa50131bc134f04a14efdbeb7686be, type: 3} - m_Name: - m_EditorClassIdentifier: - m_PipelineAsset: {fileID: 11400000, guid: 9b9c0b62deeea4218843a7ad59325649, type: 2} diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CameraManagement.cs b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CameraManagement.cs new file mode 100644 index 00000000000..8a978bac483 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CameraManagement.cs @@ -0,0 +1,87 @@ +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.Rendering.Universal; + +[RequireComponent(typeof(PlayerInput))] +public class CameraManagement : MonoBehaviour +{ + + [Header("Cameras")] + public Camera baseCamera; + public Camera overlayCamera; + + private PlayerInput playerInput; + private InputAction fireAction; + + private float baseFOV; + private float overlayFOV; + private bool isOverlayActive = false; + + private void Awake() + { + playerInput = GetComponent(); + + // Check if the cameras are corectly assigned + if (baseCamera == null || overlayCamera == null) + { + Debug.LogError("BaseCamera and OverlayCamera have to be assigned in the PlayerInput!"); + enabled = false; + return; + } + + // Get FOV + baseFOV = baseCamera.fieldOfView; + overlayFOV = overlayCamera.fieldOfView; + + // Prepare URP stack + var baseData = baseCamera.GetUniversalAdditionalCameraData(); + var overlayData = overlayCamera.GetUniversalAdditionalCameraData(); + overlayData.renderType = CameraRenderType.Overlay; + + if (!baseData.cameraStack.Contains(overlayCamera)) + baseData.cameraStack.Add(overlayCamera); + + // Overlay off at start + overlayCamera.gameObject.SetActive(false); + } + + private void OnEnable() + { + fireAction = playerInput.actions["Fire"]; + fireAction.performed += OnFirePerformed; + fireAction.canceled += OnFireCanceled; + } + + private void OnDisable() + { + if (fireAction != null) + { + fireAction.performed -= OnFirePerformed; + fireAction.canceled -= OnFireCanceled; + } + } + + private void OnFirePerformed(InputAction.CallbackContext ctx) + { + isOverlayActive = true; + overlayCamera.gameObject.SetActive(true); + baseCamera.fieldOfView = overlayFOV; + } + + private void OnFireCanceled(InputAction.CallbackContext ctx) + { + isOverlayActive = false; + overlayCamera.gameObject.SetActive(false); + baseCamera.fieldOfView = baseFOV; + } + + private void LateUpdate() + { + // Synchronise base and overlay camera rotation to avoid a jerky effect + if (isOverlayActive && overlayCamera != null && baseCamera != null) + { + overlayCamera.transform.rotation = baseCamera.transform.rotation; + } + } +} + diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CameraManagement.cs.meta b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CameraManagement.cs.meta new file mode 100644 index 00000000000..d1f069ceab1 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CameraManagement.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: e2ca254cf5a4eb443bba3eb4c9b3035b \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CheckAssignedRenderPipelineAsset.cs b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CheckAssignedRenderPipelineAsset.cs index 0d577e3d5f3..5a39ee48731 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CheckAssignedRenderPipelineAsset.cs +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/CheckAssignedRenderPipelineAsset.cs @@ -9,7 +9,7 @@ public class CheckAssignedRenderPipelineAsset : MonoBehaviour [SerializeField] private UniversalRenderPipelineAsset m_PipelineAsset; [SerializeField] private GameObject m_WarningGameObject; - private bool m_LastCorrectPipelineResults = false; + private bool? m_LastCorrectPipelineResults; private bool isCorrectAssetAssigned => QualitySettings.renderPipeline == m_PipelineAsset || QualitySettings.renderPipeline == null && GraphicsSettings.defaultRenderPipeline == m_PipelineAsset; @@ -24,14 +24,31 @@ private void Update() CheckIfCorrectAssetIsAssigned(); } + private void SetAllCamerasEnabled(bool enable) + { + Camera[] allCameras = FindObjectsByType(FindObjectsInactive.Include, FindObjectsSortMode.None); + foreach (Camera c in allCameras) + c.enabled = enable; + } + private void CheckIfCorrectAssetIsAssigned() { if (m_PipelineAsset == null) return; bool correctAssetAssigned = isCorrectAssetAssigned; - if (!correctAssetAssigned && m_LastCorrectPipelineResults != correctAssetAssigned) - Debug.LogError("Incorrect/missing Universal Renderpipeline Asset assigned in Quality or Graphics Settings.\nPlease assign \"" + m_PipelineAsset.name + "\" to it."); + if (!m_LastCorrectPipelineResults.HasValue || m_LastCorrectPipelineResults != correctAssetAssigned) + { + if (!correctAssetAssigned) + { + Debug.LogError("Incorrect/missing Universal Render Pipeline Asset assigned in Quality or Graphics Settings. Please assign \"" + m_PipelineAsset.name + "\" to view the sample."); + SetAllCamerasEnabled(false); // Disable cameras to prevent error spam when the RP asset is not expected + } + else + { + SetAllCamerasEnabled(true); + } + } m_LastCorrectPipelineResults = correctAssetAssigned; if (m_WarningGameObject != null) diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/FirstPersonController.cs b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/FirstPersonController.cs index 6bcc30a6e56..9c5923eb9e0 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/FirstPersonController.cs +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/FirstPersonController.cs @@ -1,84 +1,96 @@ using UnityEngine; -using Cursor = UnityEngine.Cursor; +using UnityEngine.InputSystem; [RequireComponent(typeof(CharacterController))] +[RequireComponent(typeof(PlayerInput))] public class FirstPersonController : MonoBehaviour { - [SerializeField] - private float m_MouseSensitivity = 100f; - [SerializeField] - private float m_MovementSpeed = 5f; - [SerializeField] - private Transform m_PlayerCamera = null; - [SerializeField] - private bool m_MoveWithMouse = true; - - private CharacterController m_CharacterController; - private float m_XRotation = 0f; - [SerializeField] - private byte m_ButtonMovementFlags; - - void Start() - { -#if ENABLE_INPUT_SYSTEM - Debug.Log("The FirstPersonController uses the legacy input system. Please set it in Project Settings"); - m_MoveWithMouse = false; -#endif - if (m_MoveWithMouse) - { - Cursor.lockState = CursorLockMode.Locked; - } - m_CharacterController = GetComponent(); - } + [Header("Movement Settings")] + public float moveSpeed = 5f; + public float gravity = -9.81f; - void Update() - { - Look(); - Move(); - } + [Header("Look Settings")] + public float lookSensitivity = 0.5f; - private void Look() - { - Vector2 lookInput = GetLookInput(); + [Header("Camera Reference")] + public Camera baseCamera; + + private CharacterController controller; + private PlayerInput playerInput; + private InputAction moveAction; + private InputAction lookAction; + + private Vector2 moveInput; + private Vector2 lookInput; + private float verticalVelocity; + private float cameraPitch; - m_XRotation -= lookInput.y; - m_XRotation = Mathf.Clamp(m_XRotation, -90f, 90f); + private void Awake() + { + controller = GetComponent(); + playerInput = GetComponent(); - m_PlayerCamera.localRotation = Quaternion.Euler(m_XRotation, 0, 0); - transform.Rotate(Vector3.up * lookInput.x, Space.World); + // Hide cursor + Cursor.lockState = CursorLockMode.Locked; + Cursor.visible = false; } - private void Move() + private void OnEnable() { - Vector3 movementInput = GetMovementInput(); + var actions = playerInput.actions; - Vector3 move = transform.right * movementInput.x + transform.forward * movementInput.z; + moveAction = actions["Move"]; + lookAction = actions["Look"]; + + moveAction.performed += ctx => moveInput = ctx.ReadValue(); + moveAction.canceled += ctx => moveInput = Vector2.zero; - m_CharacterController.Move(move * m_MovementSpeed * Time.deltaTime); + lookAction.performed += ctx => lookInput = ctx.ReadValue(); + lookAction.canceled += ctx => lookInput = Vector2.zero; + + actions.Enable(); } - private Vector2 GetLookInput() + private void OnDisable() { - float mouseX = 0; - float mouseY = 0; - if (m_MoveWithMouse) + if (moveAction != null) + { + moveAction.performed -= ctx => moveInput = ctx.ReadValue(); + moveAction.canceled -= ctx => moveInput = Vector2.zero; + } + if (lookAction != null) { - mouseX = Input.GetAxis("Mouse X") * m_MouseSensitivity * Time.deltaTime; - mouseY = Input.GetAxis("Mouse Y") * m_MouseSensitivity * Time.deltaTime; + lookAction.performed -= ctx => lookInput = ctx.ReadValue(); + lookAction.canceled -= ctx => lookInput = Vector2.zero; } - return new Vector2(mouseX, mouseY); } - private Vector3 GetMovementInput() + private void Update() { - float x = 0; - float z = 0; - if (m_MoveWithMouse) - { - x = Input.GetAxis("Horizontal"); - z = Input.GetAxis("Vertical"); - } + HandleMovement(); + HandleLook(); + } + + private void HandleMovement() + { + Vector3 move = transform.right * moveInput.x + transform.forward * moveInput.y; + + if (controller.isGrounded && verticalVelocity < 0) + verticalVelocity = -2f; + + verticalVelocity += gravity * Time.deltaTime; + move.y = verticalVelocity; + + controller.Move(move * moveSpeed * Time.deltaTime); + } + + private void HandleLook() + { + transform.Rotate(Vector3.up * lookInput.x * lookSensitivity); + + cameraPitch -= lookInput.y * lookSensitivity; + cameraPitch = Mathf.Clamp(cameraPitch, -80f, 80f); - return new Vector3(x, 0, z); + baseCamera.transform.localEulerAngles = Vector3.right * cameraPitch; } -} +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/FirstPersonController.cs.meta b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/FirstPersonController.cs.meta index 05b26da7810..9dc6e420166 100644 --- a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/FirstPersonController.cs.meta +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/FirstPersonController.cs.meta @@ -1,11 +1,2 @@ fileFormatVersion: 2 -guid: 94f9f55b5897449c29f5189f47cad4bc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: +guid: 1b63a52c6229a7d48944998a4fcad092 \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/SampleAssembly.asmdef b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/SampleAssembly.asmdef new file mode 100644 index 00000000000..8cb1bf88891 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/SampleAssembly.asmdef @@ -0,0 +1,21 @@ +{ + "name": "SampleAssembly", + "rootNamespace": "", + "references": [ + "Unity.InputSystem", + "Unity.RenderPipelines.Core.Runtime", + "Unity.RenderPipelines.Universal.Editor", + "Unity.RenderPipelines.Universal.Runtime" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": false, + "precompiledReferences": [], + "autoReferenced": true, + "defineConstraints": [ + "ENABLE_INPUT_SYSTEM" + ], + "versionDefines": [], + "noEngineReferences": false +} \ No newline at end of file diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/SampleAssembly.asmdef.meta b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/SampleAssembly.asmdef.meta new file mode 100644 index 00000000000..083d6f1e079 --- /dev/null +++ b/Packages/com.unity.render-pipelines.universal/Samples~/URPPackageSamples/SharedAssets/Scripts/SampleAssembly.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: d770956cfc6450d45bf1908075cac342 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Blit w. FrameData.meta b/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/BlitWithFrameData.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Blit w. FrameData.meta rename to Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/BlitWithFrameData.meta diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Blit w. FrameData/BlitRendererFeature.cs b/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/BlitWithFrameData/BlitRendererFeature.cs similarity index 100% rename from Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Blit w. FrameData/BlitRendererFeature.cs rename to Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/BlitWithFrameData/BlitRendererFeature.cs diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Blit w. FrameData/BlitRendererFeature.cs.meta b/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/BlitWithFrameData/BlitRendererFeature.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/Blit w. FrameData/BlitRendererFeature.cs.meta rename to Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/BlitWithFrameData/BlitRendererFeature.cs.meta diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReference w. FrameData.meta b/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReferenceWithFrameData.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReference w. FrameData.meta rename to Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReferenceWithFrameData.meta diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReference w. FrameData/TextureRefRendererFeature.cs b/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReferenceWithFrameData/TextureRefRendererFeature.cs similarity index 100% rename from Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReference w. FrameData/TextureRefRendererFeature.cs rename to Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReferenceWithFrameData/TextureRefRendererFeature.cs diff --git a/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReference w. FrameData/TextureRefRendererFeature.cs.meta b/Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReferenceWithFrameData/TextureRefRendererFeature.cs.meta similarity index 100% rename from Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReference w. FrameData/TextureRefRendererFeature.cs.meta rename to Packages/com.unity.render-pipelines.universal/Samples~/URPRenderGraphSamples/TextureReferenceWithFrameData/TextureRefRendererFeature.cs.meta diff --git a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl index dadf1329d45..907b0e611d7 100644 --- a/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl +++ b/Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityInput.hlsl @@ -38,7 +38,7 @@ // ---------------------------------------------------------------------------- -// Time (t = time since current level load) values from Unity +// Time values from Unity float4 _Time; // (t/20, t, t*2, t*3) float4 _SinTime; // sin(t/8), sin(t/4), sin(t/2), sin(t) float4 _CosTime; // cos(t/8), cos(t/4), cos(t/2), cos(t) diff --git a/Packages/com.unity.render-pipelines.universal/Tests/Editor/NoLeaksOnEnterLeavePlaymode.cs b/Packages/com.unity.render-pipelines.universal/Tests/Editor/NoLeaksOnEnterLeavePlaymode.cs index e70e76510d5..ff2a3f1a983 100644 --- a/Packages/com.unity.render-pipelines.universal/Tests/Editor/NoLeaksOnEnterLeavePlaymode.cs +++ b/Packages/com.unity.render-pipelines.universal/Tests/Editor/NoLeaksOnEnterLeavePlaymode.cs @@ -114,6 +114,7 @@ public IEnumerator NoResourceLeaks() "Arial Unicode MS - Regular Material", "Helvetica Neue - Regular Material", "Inter - Regular Material", // UUM-28555 + "Inter - Regular Material + Inter - Semi Bold Atlas", // UUM-28555 "Malgun Gothic - Regular Material", "Microsoft Sans Serif - Regular Material", "Microsoft YaHei - Regular Material", @@ -143,6 +144,7 @@ public IEnumerator NoResourceLeaks() "Arial Unicode MS - Regular Atlas", "Helvetica Neue - Regular Atlas", "Inter - Regular Atlas", + "Inter - Regular Material + Inter - Semi Bold Atlas", "Malgun Gothic - Regular Atlas", "Microsoft Sans Serif - Regular Atlas", "Microsoft YaHei - Regular Atlas", diff --git a/Packages/com.unity.shadergraph/Documentation~/Cosine-Node.md b/Packages/com.unity.shadergraph/Documentation~/Cosine-Node.md index 6bfd3c8ee58..60872a1cd29 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Cosine-Node.md +++ b/Packages/com.unity.shadergraph/Documentation~/Cosine-Node.md @@ -8,7 +8,7 @@ Returns the cosine of the value of input **In**. | Name | Direction | Type | Description | |:------------ |:-------------|:-----|:---| -| In | Input | Dynamic Vector | Input value | +| In | Input | Dynamic Vector | Input value in radians | | Out | Output | Dynamic Vector | Output value | ## Generated Code Example diff --git a/Packages/com.unity.shadergraph/Documentation~/Create-Node-Menu.md b/Packages/com.unity.shadergraph/Documentation~/Create-Node-Menu.md index 31b2d355a79..011ab4a6cec 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Create-Node-Menu.md +++ b/Packages/com.unity.shadergraph/Documentation~/Create-Node-Menu.md @@ -1,22 +1,69 @@ -# Create Node Menu +# Add and connect nodes in a shader graph -## Description +You can add and connect nodes in a shader graph in different ways depending on your current task. -Use the **Create Node Menu** to create [nodes](Node.md) in Shader Graph. To open the **Create Node Menu**, either right-click on the workspace in the [Shader Graph Window](Shader-Graph-Window.md) and select **Create Node**, or press the spacebar. +> [!NOTE] +> To add and connect nodes in a shader graph, you need to [create a shader graph asset](create-shader-graph.md) first and open the asset in the [Shader Graph window](Shader-Graph-Window.md). -At the top of the **Create Node Menu** is a search bar. To search for a node, type any part of its name in the search field. The search box gives you autocomplete options, and you can press Tab to accept the predictive text. It highlights matching text in yellow. +## Add a node -The **Create Node Menu** lists all nodes that are available in Shader Graph, categorized by their function. User-created [Sub Graphs](Sub-graph.md) are also available in the **Create Node Menu** under **Sub Graph Assets**, or in a custom category that you define in the Sub Graph Asset. +To add a [node](Node.md) to your shader graph, follow these steps: -To add a node to the workspace, double-click it in the **Create Node Menu**. +1. Open the **Create Node** menu through either of the following: + + * Select the [Shader Graph window](Shader-Graph-Window.md)'s workspace and press the **Spacebar**. + * Right-click in the Shader Graph Window's workspace and select **Create Node**. -### Contextual Create Node Menu +1. In the **Create Node** menu, browse or search for the desired node. + + The **Create Node** menu lists all nodes that are available in Shader Graph, categorized by their function. User-created [sub graphs](Sub-graph.md) are also available in the **Create Node** menu under **Sub Graph Assets**, or in a custom category that you define in the Sub Graph Asset. -A contextual **Create Node Menu** filters the available nodes, and only shows those that use the [Data Type](Data-Types.md) of a selected edge. It lists every available [Port](Port.md) on nodes that match that Data Type. +1. Double-click on a node's name to add the corresponding node in the graph. -To open a contextual **Create Node Menu**, click and drag an [Edge](Edge.md) from a Port, and then release it in an empty area of the workspace. +> [!NOTE] +> Use the **Create Node** menu search box to filter the listed nodes by name parts and synonyms based on industry terms. It provides autocomplete options and highlights matching text in yellow. You can press **Tab** to accept the predictive text. -### Master Stack Create Node Menu -To add a new [Block Node]() to the [Master Stack](), either right click and select **Create Node** or press spacebar with the stack selected. +## Connect node ports -The **Create Node Menu** will display all available blocks for the master stack based on the render pipelines in your project. Any block can be added to the master stack via the **Create Node Menu**. If the block added is not compatible with the current Graph settings, the block will be disabled until the settings are configured to support it. +To connect [ports](Port.md) between two existing [nodes](Node.md) or with the [master stack](Master-Stack.md), select and drag the desired port to the target. + +The line resulting from that connection is called an [edge](Edge.md). + +You can only connect an output port to an input port, or vice-versa, and you can't connect two ports of the same node together. + +## Add and connect a node from an existing port + +To connect a [port](Port.md) to a [node](Node.md) that doesn't exist yet and create that targeted node in the process, follow these steps: + +1. Select and drag the desired port and release it in an empty area of the workspace. + +1. In the **Create Node** menu, browse or search for the node you need to connect to the port you dragged out. + + The **Create Node** menu displays every node port available according to the [data types](Data-Types.md) compatible with the port you dragged out. + +1. Double-click on a node port's name to add the corresponding node in the graph, with the two expected ports already connected­. + +## Add a block node in the Master Stack + +To add a new [block node](Block-Node.md) to the [master stack](Master-Stack.md), follow these steps: + +1. Open the **Create Node** menu for the Master Stack context through either of the following: + * Select the Master Stack's targeted context (**Vertex** or **Fragment**) and press the **Spacebar**. + * Right-click in the Master Stack's targeted context area and select **Create Node**. + +1. In the **Create Node** menu, browse or search for the desired block node. + + The **Create Node** menu displays all available blocks for the master stack based on the render pipelines in your project. + +1. Double-click on a block node's name to add the corresponding block node in the Master Stack. + +> [!NOTE] +> If the block that you add is not compatible with the current [graph settings](Graph-Settings-Tab.md), the block is deactivated until you configure the settings to support it. + +## Additional resources + +* [Nodes](Node.md) +* [Ports](Port.md) +* [Edges](Edge.md) +* [Master Stack](Master-Stack.md) +* [Block nodes](Block-Node.md) diff --git a/Packages/com.unity.shadergraph/Documentation~/Create-Shader-Graph.md b/Packages/com.unity.shadergraph/Documentation~/Create-Shader-Graph.md index 3e911facc18..a896395019e 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Create-Shader-Graph.md +++ b/Packages/com.unity.shadergraph/Documentation~/Create-Shader-Graph.md @@ -1,52 +1,38 @@ -# Creating a new Shader Graph Asset +# Create a shader graph asset -After you configure an SRP, you can create a new Shader Graph Asset. Right-click the Project window, locate **Create** > **Shader Graph** in the context menu, then select your desired type of Shader Graph. +You can create a new shader graph asset in different ways according to your current workflow. -The type of Shader Graph available is dependent on the render pipelines present in your project. Some options may or may not be present based on the render pipelines. -The following options are always available: +## Create a shader graph with a preset target -| | | | -|:------------|:----------------|:------------| -| Blank Shader Graph | A completely blank shader graph. No target is selected and no blocks are added to the Master Stack. | -| Sub Graph | A blank sub graph asset. | +To start from a default configuration with a preset master stack according to a specific render pipeline and material type, follow these steps: -A sub menu for each installed render pipeline may be present containing template stacks for standard shading models ( Lit, Unlit, etc ). +1. In the **Project** window, right-click and select **Create** > **Shader Graph**, and then the target render pipeline and the desired shader type. -For a full list of provided options, refer to the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html) and [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest) documentation. + The types of shader graphs available depend on the render pipelines present in your project (for example, **URP** > **Lit Shader Graph**). For a full list of provided options, refer to the [Universal Render Pipeline](https://docs.unity3d.com/Manual/urp/urp-introduction.html) and [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest) documentation. -For this example, Universal is installed so a Unversal Lit Shader Graph has been created. + Unity creates a new shader graph asset in your project. -Double-click your newly created Shader Graph Asset to open it in the Shader Graph window. +1. Name the shader graph asset. -## Shader Graph window +You can now open the asset and edit the graph in the [Shader Graph window](Shader-Graph-Window.md). -The Shader Graph window consists of the Master Stack, the Preview Window, the Blackboard, and the Graph Inspector. -![](images/ShaderGraphWindow.png) +## Create an empty shader graph -### Master Stack +To create an empty shader graph asset and build your shader graph from scratch in the Shader Graph window: -The final connection that determines your shader output. Refer to [Master Stack](Master-Stack.md) for more information. +1. In the **Project** window, right-click and select **Create** > **Shader Graph** > **Blank Shader Graph**. -![]() + Unity creates a new shader graph asset in your project. -### Preview window +1. Name the shader graph asset. -An area to preview the current shader output. Here, you can rotate the object, and zoom in and out. You can also change the basic mesh on which the shader is previewed. Refer to [Main Preview](Main-Preview.md) for more information. +You can now open the asset and edit the graph in the [Shader Graph window](Shader-Graph-Window.md). -![img](images/MainPreview.png) +> [!NOTE] +> To make such a blank shader graph functional, you have to define a [Target](Graph-Target.md) in the [Graph settings tab](Graph-Settings-Tab.md) of the Graph Inspector. -### Blackboard +## Additional resources -An area that contains all of the shader's properties in a single, collected view. Use the Blackboard to add, remove, rename, and reorder properties. Refer to [Blackboard](Blackboard.md) for more information. - -![](images/Blackboard.png) - -After you've set up a project, and become familiar with the Shader Graph window, refer to [My first Shader Graph](First-Shader-Graph.md) for more information on how to get started. - -### Internal Inspector - -An area that contains information contextual to whatever the user is currently clicking on. It's a window that automatically is hidden by default and only appears when something is selected that can be edited by the user. Use the Internal Inspector to display and modify properties, node options, and the graph settings. Refer to [Internal Inspector](Internal-Inspector.md) for more information. - -![](images/Inspector.png) +* [Shader Graph window](Shader-Graph-Window.md) diff --git a/Packages/com.unity.shadergraph/Documentation~/Edge.md b/Packages/com.unity.shadergraph/Documentation~/Edge.md index 988acaeb150..5a45646a536 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Edge.md +++ b/Packages/com.unity.shadergraph/Documentation~/Edge.md @@ -6,6 +6,6 @@ An **Edge** defines a connection between two [Ports](Port.md). **Edges** define Each **Edge** has a [Data Type](Data-Types.md) which defines what [Ports](Port.md) it can be connected to. Each [Data Type](Data-Types.md) has an associated color for identifying its type. -You can create a new **Edge** by clicking and dragging from a [Port](Port.md) with the left mouse button. Edges can be deleted with Delete (Windows), Command + Backspace (OSX) or from the context menu by right clicking on the [Node](Node.md). +You can create a new **Edge** by clicking and dragging from a [Port](Port.md) with the left mouse button. Edges can be deleted with Delete (Windows), Command + Backspace (OSX) or from the context menu by right clicking on the edge. You can open a contextual [Create Node Menu](Create-Node-Menu.md) by dragging an **Edge** from a [Port](Port.md) with the left mouse button and releasing it in an empty area of the workspace. diff --git a/Packages/com.unity.shadergraph/Documentation~/First-Shader-Graph.md b/Packages/com.unity.shadergraph/Documentation~/First-Shader-Graph.md index 303b7dcda8b..f8325607a00 100644 --- a/Packages/com.unity.shadergraph/Documentation~/First-Shader-Graph.md +++ b/Packages/com.unity.shadergraph/Documentation~/First-Shader-Graph.md @@ -1,111 +1,121 @@ -# My first Shader Graph +# Create a shader graph and use it with a material -Before you begin, make sure that your project is set up properly, and the graphs are loading correctly. See [Getting started with Shader Graph](Getting-Started.md) for more information. +This example shows you how to do the following: +* Create a simple Lit shader graph with the Universal Render Pipeline (URP). +* Create and manage a material that uses this shader graph in a scene. -## Create a New Graph -Use the Project Browser to create a new [Shader Graph Asset](Shader-Graph-Asset.md) in your project. The **Create > Shader Graph** will display the various creation options. +For more options to get started with Shader Graph, refer to: +* [Create a shader graph asset](create-shader-graph.md) +* [Add and connect nodes in a shader graph](Create-Node-Menu.md) -A **Blank Shader Graph** will create a Shader Graph with no selected active targets or [block nodes](Block-Node.md). You will need to select a target via the [Graph Settings Menu](Graph-Settings-Tab.md) to continue. +## Create a new shader graph -Certain integrations, like Render Pipelines, can also provide pre-configured options for Shader Graphs. For this example, a **Universal > Lit** Shader Graph has been created and opened. +Before you can build a new shader graph, you have to create a shader graph asset to contain it. Follow these steps: -## Create a new node +1. In the **Project** window, right-click and select **Create** > **Shader Graph** > **URP** > **Lit**. + +1. Name the created shader graph asset and press Enter. -Use the **Create Node** menu to create new nodes. There are two ways to open the menu: +The [Shader Graph window](Shader-Graph-Window.md) opens, which allows you to edit the shader graph in the created asset. If the window doesn't open, double-click on the created asset. -1. Right click, and select **Create Node** from the context menu. -2. Press the spacebar. +## Create a new node -In the menu, you can type in the search bar to look for specific nodes, or browse all nodes in the library. In this example, we'll create a Color node. First, type "color" in the **Create Node** menu's search bar. Then, click **Color**, or highlight **Color** and press Enter to create a Color node. +For this example, you need to create a Color node. Follow these steps: -![](images/MyFirstShaderGraph_01.png) +1. Select the Shader Graph window's workspace and press the **Spacebar**. + + The **Create Node** menu opens, with the list of all available nodes. -## Connect nodes +1. In the **Create Node** menu's search bar, type `color`. -To build a graph, you need to connect nodes together. To do so, click the **Output Slot** of a node, and drag that connection into the **Input Slot** of another node. +1. In the **Input** > **Basic** category, double-click on **Color**. -Start by connecting the Color node to the **Base Color** block of our Fragment Stack. +A new **Color** node appears in the workspace. -![](images/MyFirstShaderGraph_02.png) +## Connect the node to the master stack -## Change node output +To use the Color node property as an input for the shader, you need to connect the node to the master stack. Follow these steps: -Notice that the connection updated the main preview, and the 3D Object in the **Main Preview** is now black, which is the color specified in the Color node. You can click on the color bar in that node, and use the color picker to change the color. Any changes you make on the node updates the object in the **Main Preview** in real time. +1. Select the **Out(4)** port of the **Color** node. -For example, if you pick red, the 3D Object immediately reflects this change. +1. Drag it to the **Base Color** block port of the **Fragment** section of the [master stack](Master-Stack.md). -![](images/MyFirstShaderGraph_03.png) +This connection updates the appearance of the 3D object in the **Main Preview**, which is now black, according to the Color node's default value. -## Save the graph +## Change the shader color -Currently, Shader Graphs do not automatically save. There are two ways to save your changes: +You can change the output color of the Color node to view how it affects the final shader. Follow these steps: -1. Click the **Save Asset** button in the top left corner of the window. -3. Close the graph. If Unity detects any unsaved changes, a pop-up window appears, and asks if you want to save those changes. +1. In the **Color** node, click on the color bar. -![](images/MyFirstShaderGraph_04.png) +1. Use the color picker to change the color. -## Create a Material +The color of the 3D object in the **Main Preview** changes to the selected color in real time. -After saving your graph, use the shader to create a new Material. The process of [creating a new Material](https://docs.unity3d.com/Manual/Materials.html) and assigning it a Shader Graph shader is the same as that for regular shaders. In either the main menu or the Project View context menu, select **Assets > Create > Material**. Select the Material you just created. In its Inspector window, select the **Shader** drop-down menu, click **Shader Graphs**, and choose the Shader Graph shader you wish to apply to the Material. +## Save your shader graph -You can also right-click the Shader Graph shader, and select **Create > Material**. This method automatically assigns that Shader Graph shader to the newly created Material. +You need to save your shader graph to use it with a material. To save your shader graph, do one of the following: -![](images/MyFirstShaderGraph_05.png) +* Click the **Save Asset** button in the top left corner of the window. -A Material is also automatically generated as a subasset of the Shader Graph. You can assign it directly to an object in your scene. Modifying a property from the Blackboard on the Shader Graph will update this material in real time, which allows for quick visualization in the scene. +* Close the graph. If Unity detects any unsaved changes, a dialog appears, and asks if you want to save those changes. -## Put the Material in the Scene +## Create a material from your shader graph -Now that you have assigned your shader to a Material, you can apply it to objects in the Scene. Drag and drop the Material onto an object in the Scene. Alternatively, in the object's Inspector window, locate **Mesh Renderer > Materials**, and apply the Material to the **Element**. +After you've saved your shader graph, you can use it to create a new material. -![](images/MyFirstShaderGraph_06.png) +The process of [creating a new Material](https://docs.unity3d.com/Manual/Materials.html) and assigning it a Shader Graph shader is the same as that for regular shaders. -## Use properties to edit the graph +To create a new material from your shader graph, follow these steps: -You can also use properties to alter your shader's appearance. Properties are options that are visible from the Material's Inspector, which lets others change settings in your shader without the need to open the Shader Graph. +1. In the Project window, right-click the shader graph asset you created. -To create a new property, use the **Add (+)** button on the top right corner of the Blackboard, and select the type of property to create. In this example, we'll select **Color**. +1. Select **Create > Material**. -![](images/MyFirstShaderGraph_07.png) +Unity automatically assigns the shader graph asset to the newly created material. You can view the shader graph name selected in the material's Inspector in the **Shader** property. -This adds a new property in the Blackboard with the following options in the **Node Settings** tab of the [Graph Inspector](Internal-Inspector.md) when the property is selected. +## Use the material in the scene -![](images/MyFirstShaderGraph_08.png) +Now that you have assigned your shader to a material, you can apply this material to GameObjects in the scene through one of the following: -| **Option** | **Description** | -| ------------------- | ------------------------------------------------------------ | -| **Property button** | To change the name of the property, right-click the button in the Blackboard, select **Rename**, then enter a new property name. To delete the property, right-click the button, and select **Delete**. | -| **Exposed** | Enable this checkbox to make the property visible from the Material's Inspector. | -| **Reference** | The property's name that appears in C# scripts. To change the **Reference** name, enter a new string. | -| **Default** | The default value of the property. | -| **Mode** | The mode of the property. Each property has different modes. For **Color**, you can select either **Default** or **HDR**. | -| **Precision** | The default [precision](Precision-Modes.md) of the property. | -| **Hybrid Instanced**| An experimental feature that enables this property to be instanced when using the Hybrid DOTS renderer. | +* Drag the material onto a GameObject in the scene. +* In the GameObject's Inspector, go to **Mesh Renderer > Materials**, and set the **Element** property to your material. -There are two ways to reference a property in your graph: +## Control the color from the material's Inspector -1. Drag the property from the Blackboard onto the graph. -2. Right-click and select **Create Node**. The property is listed in the **Properties** category. +You can use a property in the shader graph to alter your shader's appearance directly from the material's Inspector, without the need to edit the shader graph. -![](images/MyFirstShaderGraph_09.png) +To use a Color property instead of a Color node in your shader graph, follow these steps: -Try connecting the property to the **Base Color** block. The object immediately changes to black. +1. Open the shader graph you created earlier in the [Shader Graph window](Shader-Graph-Window.md). -![](images/MyFirstShaderGraph_10.png) +1. In the [Blackboard](Blackboard.md), select **Add (+)**, and then select **Color**. + + The Blackboard now displays a [property of Color type](Property-Types.md#color). -Save your graph, and return to the Material's Inspector. The property now appears in the Inspector. Any changes you make to the property in the Inspector affects all objects that use this Material. +1. Select the property. +1. In the [Graph Inspector](Internal-Inspector.md), in the **Node Settings** tab: + + * Change the **Name** according to the name you want to identify the property within the material's Inspector. + * Make sure to activate the **Show In Inspector** option. -![](images/MyFirstShaderGraph_11.png) +1. Drag the property from the Blackboard onto the Shader Graph window's workspace. -## More Tutorials +1. Connect the property's node to the **Base Color** block port of the **Fragment** section of the [master stack](Master-Stack.md), instead of the Color node you were using previously. + + This connection updates the appearance of the 3D object in the **Main Preview**, which is now black, according to the property's default value. -Older tutorials use an outdated format of Shader Graph with master nodes. When looking at older tutorials, reference the [Upgrade Guide](Upgrade-Guide-10-0-x.md) for tips on how to convert the master node to a [Master Stack](Master-Stack.md). +1. Save your graph, and return to the material's Inspector. + + The property you added to the graph now appears in the material's Inspector. Any changes you make to the property from the Inspector affect all objects that use this material. -To keep exploring how to use Shader Graph to author shaders, check out these blog posts: +## Additional resources -- [Art That Moves: Creating Animated Materials with Shader Graph](https://unity.com/blog/engine-platform/creating-animated-materials-with-shader-graph) -- [Custom Lighting in Shader Graph: Expanding Your Graphs in 2019](https://unity.com/blog/engine-platform/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019) +* [Art That Moves: Creating Animated Materials with Shader Graph](https://unity.com/blog/engine-platform/creating-animated-materials-with-shader-graph) +* [Custom Lighting in Shader Graph: Expanding Your Graphs in 2019](https://unity.com/blog/engine-platform/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019) +* [Shader Graph video tutorials](https://www.youtube.com/user/Unity3D/search?query=shader+graph) (on Unity YouTube Channel) +* [Shader Graph forum](https://discussions.unity.com/tags/c/unity-engine/52/shader-graph) -You can also visit the [Unity YouTube Channel](https://www.youtube.com/channel/UCG08EqOAXJk_YXPDsAvReSg) and look for [video tutorials on Shader Graph](https://www.youtube.com/user/Unity3D/search?query=shader+graph), or head to our [user forum](https://discussions.unity.com/tags/c/unity-engine/52/shader-graph) to find the latest information and conversations about Shader Graph. +> [!NOTE] +> Older tutorials use a former version of Shader Graph with master nodes. To know the differences between the former master node and the [Master Stack](Master-Stack.md), refer to the [Upgrade Guide](Upgrade-Guide-10-0-x.md). diff --git a/Packages/com.unity.shadergraph/Documentation~/Getting-Started.md b/Packages/com.unity.shadergraph/Documentation~/Getting-Started.md index c6cc4304d18..dfc41dbee5d 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Getting-Started.md +++ b/Packages/com.unity.shadergraph/Documentation~/Getting-Started.md @@ -1,8 +1,9 @@ # Get started with Shader Graph -Explore the Shader Graph user interface and general workflows to start creating your own shader graphs. +Use the main shader graph creation and editing tools and explore general workflows to start creating your own shader graphs. | Topic | Description | | :--- | :--- | -| **[Creating a new shader graph asset](Create-Shader-Graph.md)** | Create a shader graph asset and get an overview of the main Shader Graph interface elements available to create and configure a shader graph. | -| **[My first Shader Graph](First-Shader-Graph.md)** | Create and configure a shader graph, and create and manipulate a material that uses that shader graph. | +| **[Create a shader graph asset](Create-Shader-Graph.md)** | Create a shader graph asset, either with a preset target, or from nothing. | +| **[Add and connect nodes in a shader graph](Create-Node-Menu.md)** | Edit your shader graph asset, create nodes, and connect nodes together. | +| **[Create a shader graph and use it with a material](First-Shader-Graph.md)** | Create and configure a shader graph, and create and manipulate a material that uses that shader graph. | diff --git a/Packages/com.unity.shadergraph/Documentation~/Rounded-Rectangle-Node.md b/Packages/com.unity.shadergraph/Documentation~/Rounded-Rectangle-Node.md index 143a0bbcb90..f43d5783719 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Rounded-Rectangle-Node.md +++ b/Packages/com.unity.shadergraph/Documentation~/Rounded-Rectangle-Node.md @@ -1,20 +1,23 @@ -# Rounded Rectangle Node +# Rounded Rectangle node -## Description +The Rounded Rectangle node generates a filled rounded rectangle shape with a border around it. The output is 1 for the rectangle and 0 for the border. -Generates a rounded rectangle shape based on input **UV** at the size specified by inputs **Width** and **Height**. The radius of each corner is defined by input **Radius**. The generated shape can be offset or tiled by connecting a [Tiling And Offset Node](Tiling-And-Offset-Node.md). Note that in order to preserve the ability to offset the shape within the UV space the shape will not automatically repeat if tiled. To achieve a repeating rounded rectangle effect first connect your input through a [Fraction Node](Fraction-Node.md). +To move the rectangle within the space, do the following: -NOTE: This [Node](Node.md) can only be used in the **Fragment** [Shader Stage](Shader-Stage.md). +- To offset the shape, input a [Tiling And Offset node](Tiling-And-Offset-Node.md) and adjust the **Offset** property. +- To tile the shape, input a [Tiling and Offset node](Fraction-Node.md) into a [Fraction node](Tiling-And-Offset-Node.md), then input the Fraction node into the Rounded Rectangle node. + +You can only output this node into the Fragment Context. ## Ports -| Name | Direction | Type | Binding | Description | -|:------------ |:-------------|:-----|:---|:---| -| UV | Input | Vector 2 | UV | Input UV value | -| Width | Input | Float | None | Rounded Rectangle width | -| Height | Input | Float | None | Rounded Rectangle height | -| Radius | Input | Float | None | Corner radius | -| Out | Output | Float | None | Output value | +| Name | Direction | Type | Binding | Description | +|-|-|-|-|-| +| **UV** | Input | Vector 2 | UV | Sets the UV coordinates to use to sample the rounded rectangle shape and the border. | +| **Width** | Input | Float | None | Sets how much horizontal space the rectangle fills, where 1 is a full-width rectangle without a border on the left and right. | +| **Height** | Input | Float | None | Sets how much vertical space the rectangle fills, where 1 is a full height rectangle without a border above and below. | +| **Radius** | Input | Float | None | Sets the roundness of the corners of the rectangle. The range is 0 to 1, where 0 is right-angled corners. | +| **Out** | Output | Float | None | The rounded rectangle and the border, where 1 is the rectangle and 0 is the border. | ## Generated Code Example diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Asset.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Asset.md index 80417b2b67a..7a908788bcf 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Asset.md +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Asset.md @@ -1,9 +1,36 @@ -# Shader Graph Asset +# Shader Graph Asset reference -## Description +A Shader Graph asset is a file that contains a graph you create and edit in the [**Shader Graph** window](Shader-Graph-Window.md). It is also a shader that you can select from a material's shader dropdown, as any other shader. -The **Shader Graph Asset** is the new **Asset** type introduced with the shader graph. You can create a **Shader Graph Asset** from the [Project Window](https://docs.unity3d.com/Manual/ProjectView.html) from the **Create** menu. +To access the properties of a Shader Graph asset in the **Inspector** window, select the asset in your project. -For convenience there is a **Create** menu entry for **Blank Shader Graph** and [Sub-graph](Sub-graph.md). They can be found in the **Shader** sub-menu. Additional options may be provided by render pipelines. These options will create a new Shader Graph with required settings and [Block]() nodes in the [Master Stack]() for the selected shading model. +## Action buttons -You can open the [Shader Graph Window](Shader-Graph-Window.md) by double clicking a **Shader Graph Asset** or by clicking **Open Shader Editor** in the [Inspector](https://docs.unity3d.com/Manual/UsingTheInspector.html) when the **Shader Graph Asset** is selected. +Manage Shader Graph assets code. + +| Property | Description | +|---------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| **Open Shader Editor** | Opens the selected asset in the [Shader Graph window](Shader-Graph-Window.md) so you can edit the graph. | +| **View Generated Shader** | Opens the shader code that the shader graph generates in a text editor or an IDE, such as Visual Studio. The code includes all possible passes and targets. | +| **Regenerate** | Updates the code you edited in your text editor or IDE. This button appears only when you select **View Generated Shader**. | +| **Copy Shader** | Copies the shader code to the clipboard. | + +## Properties + +Manage Shader Graph assets templates. + +| Property | Description | +|---------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| +| **Use As Template** | Marks the selected Shader Graph asset as a template. When enabled, the asset appears in the [Shader Graph template browser](template-browser.md), but is no longer listed in any material's **Shader** dropdown by default. | +| **Expose As Shader** | Keeps the asset listed in a material's **Shader** dropdown so you can still use it as a shader when you also use it as a template. This is available only when **Use As Template** is enabled. | +| **Name** | Sets the name of the template in the Shader Graph template browser. | +| **Category** | Sets the category of the template in the Shader Graph template browser. | +| **Description** | Sets the description of the template in the Shader Graph template browser. | +| **Icon** | Sets the icon that represents the template in the Shader Graph template browser. | +| **Thumbnail** | Sets the image that represents the template in the Shader Graph template browser. | + +## Additional resources + +* [Creating a new shader graph asset](Create-Shader-Graph.md) +* [Shader Graph Window](Shader-Graph-Window.md) +* [Shader Graph template browser](template-browser.md) diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Window.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Window.md index e771e131aa6..d49036d4740 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Window.md +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Window.md @@ -1,14 +1,25 @@ # Shader Graph Window -## Description +The **Shader Graph Window** contains the workspace to edit your shader graphs. -The **Shader Graph Window** contains the workspace for creating shaders with the **Shader Graph** system. To open the **Shader Graph Window**, you must first create a [Shader Graph Asset](index.md). For more information, refer to the [Getting Started](Getting-Started.md) section. +To access the **Shader Graph Window**, you must first create a [Shader Graph Asset](index.md). If the Shader Graph window doesn't open automatically after you [create a new shader graph asset](create-shader-graph.md), you have to double-click on the created asset. -The **Shader Graph** window contains various individual elements such as the [Blackboard](Blackboard.md), [Graph Inspector](Internal-Inspector.md), and [Main Preview](Main-Preview.md). You can move these elements around inside the workspace. They automatically anchor to the nearest corner when scaling the **Shader Graph Window**. +## Shader Graph window layout + +![The Shader Graph window with its main elements labeled from A to F.](images/ShaderGraphWindow.png) + +| Label | Name | Description | +| :--- | :--- | :--- | +| **A** | [Toolbar](#toolbar) | A set of tools to manage the shader graph asset, display elements in the window, and more. | +| **B** | [Workspace](#workspace) | The area where you create your graph. | +| **C** | [Master Stack](Master-Stack.md) | The final connection that determines your shader output. It consists of two separate contexts: **Vertex** and **Fragment**. | +| **D** | [Main Preview](Main-Preview.md) | Previews the current shader output. Use this to rotate the object, and zoom in and out. You can also change the basic mesh on which the shader is previewed. | +| **E** | [Blackboard](Blackboard.md) | Contains all of the shader's properties and keywords in a single, collected view. Use the Blackboard to add, remove, rename, and reorder properties and keywords. | +| **F** | [Graph Inspector](Internal-Inspector.md) | Displays the properties of the currently selected component. Use this to modify properties, node options, and the graph settings. This window is hidden by default and only appears when something is selected that can be edited by the user. | ## Toolbar -The toolbar at the top of the **Shader Graph Window** contains the following commands. +Use the **Shader Graph Window** toolbar to manage the shader graph asset, display elements in the window, and more. | Icon | Item | Description | |:--------------------|:--------------------|:------------| @@ -25,42 +36,42 @@ The toolbar at the top of the **Shader Graph Window** contains the following com ## Workspace -The workspace is where you create [Node](Node.md) networks. +Use the **Shader Graph Window** workspace to create [Node](Node.md) networks and connect them to the **Master Stack**. + To navigate the workspace, do the following: - Press and hold the Alt key and drag with the left mouse button to pan. - Use the mouse scroll wheel to zoom in and out. You can hold the left mouse button and drag to select multiple [Nodes](Node.md) with a marquee. There are also various [shortcut keys](Keyboard-shortcuts.md) you can use for better workflow. +### Context Menu -## Context Menu - -Right-click within the workspace to open a context menu. However, if you right-click on an item within the workspace, such as a [Node](Node.md), the context menu for that item opens. The workspace context menu provides the following options. +Right-click in the workspace area, on a node, or on a selection of nodes to open a context menu. | Item | Description | |:-----------------------------|:------------| | **Create Node** | Opens the [Create Node Menu](Create-Node-Menu.md). | | **Create Sticky Note** | Creates a new [Sticky Note](Sticky-Notes.md) on the Graph. | -| **Collapse All Previews** | Collapses previews on all [Nodes](Node.md). | -| **Cut** | Removes the selected [Nodes](Node.md) from the graph and places them in the clipboard. | -| **Copy** | Copies the selected [Nodes](Node.md) to the clipboard. | -| **Paste** | Pastes the [Nodes](Node.md) from the clipboard. | -| **Delete** | Deletes the selected [Nodes](Node.md). | -| **Duplicate** | Duplicates the selected [Nodes](Node.md). | -| **Select / Unused Nodes** | Selects all nodes on the graph that are not contributing to the final shader output from the [Master Stack](Master-Stack.md). | -| **View / Collapse Ports** | Collapses unused ports on all selected [Nodes](Node.md). | -| **View / Expand Ports** | Expands unused ports on all selected [Nodes](Node.md). | -| **View / Collapse Previews** | Collapses previews on all selected [Nodes](Node.md). | -| **View / Expand Previews** | Expands previews on all selected [Nodes](Node.md). | -| **Precision / Inherit** | Sets the precision of all selected Nodes to Inherit. | -| **Precision / Float** | Sets the precision of all selected nodes to Float. | -| **Precision / Half** | Sets the precision of all selected nodes to Half. | +| **Collapse All Previews** | Collapses previews on all nodes. | +| **Cut** | Removes the selected nodes from the graph and places them in the clipboard. | +| **Copy** | Copies the selected nodes to the clipboard. | +| **Paste** | Pastes the nodes from the clipboard. | +| **Delete** | Deletes the selected nodes. | +| **Duplicate** | Duplicates the selected nodes. | +| **Select** > **Unused Nodes** | Selects all nodes on the graph that are not contributing to the final shader output from the [Master Stack](Master-Stack.md). | +| **View** > **Collapse Ports** | Collapses unused ports on all selected nodes. | +| **View** > **Expand Ports** | Expands unused ports on all selected nodes. | +| **View** > **Collapse Previews** | Collapses previews on all selected nodes. | +| **View** > **Expand Previews** | Expands previews on all selected nodes. | +| **Precision** > **Inherit** | Sets the precision of all selected nodes to Inherit. | +| **Precision** > **Float** | Sets the precision of all selected nodes to Float. | +| **Precision** > **Half** | Sets the precision of all selected nodes to Half. | ## Additional resources -- [Color Modes](Color-Modes.md) -- [Create Node Menu](Create-Node-Menu.md) -- [Keyboard shortcuts](Keyboard-shortcuts.md) -- [Master Stack](Master-Stack.md) -- [Nodes](Node.md) -- [Sticky Notes](Sticky-Notes.md) \ No newline at end of file +* [Color Modes](Color-Modes.md) +* [Create Node Menu](Create-Node-Menu.md) +* [Keyboard shortcuts](Keyboard-shortcuts.md) +* [Master Stack](Master-Stack.md) +* [Nodes](Node.md) +* [Sticky Notes](Sticky-Notes.md) diff --git a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md index 70a19fea7b6..e725c32a7ca 100644 --- a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md +++ b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md @@ -4,16 +4,16 @@ * [Install Shader Graph](install-shader-graph.md) * [Upgrade to Shader Graph 10.0.x](Upgrade-Guide-10-0-x.md) * [Get started with Shader Graph](Getting-Started.md) - * [Creating a new Shader Graph Asset](Create-Shader-Graph.md) - * [My first Shader Graph](First-Shader-Graph.md) + * [Create a shader graph asset](Create-Shader-Graph.md) + * [Add and connect nodes](Create-Node-Menu.md) + * [Create a shader graph and use it with a material](First-Shader-Graph.md) * [Shader Graph UI reference](ui-reference.md) * [Shader Graph Window](Shader-Graph-Window.md) - * [Blackboard](Blackboard.md) + * [Master Stack](Master-Stack.md) * [Main Preview](Main-Preview.md) + * [Blackboard](Blackboard.md) * [Graph Inspector](Internal-Inspector.md) - * [Create Node Menu](Create-Node-Menu.md) - * [Graph Settings Tab](Graph-Settings-Tab.md) - * [Master Stack](Master-Stack.md) + * [Graph Settings Tab](Graph-Settings-Tab.md) * [Shader Graph Preferences](Shader-Graph-Preferences.md) * [Shader Graph Project Settings](Shader-Graph-Project-Settings.md) * [Shader Graph Keyboard Shortcuts](Keyboard-shortcuts.md) diff --git a/Packages/com.unity.shadergraph/Documentation~/Time-Node.md b/Packages/com.unity.shadergraph/Documentation~/Time-Node.md index 118a42b41af..a7f3155fbc4 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Time-Node.md +++ b/Packages/com.unity.shadergraph/Documentation~/Time-Node.md @@ -8,11 +8,11 @@ Provides access to various **Time** parameters in the shader. | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| -| Time | Output | Float | None | Time value | -| Sine Time | Output | Float | None | Sine of Time value | -| Cosine Time | Output | Float | None | Cosine of Time value | -| Delta Time | Output | Float | None | Current frame time | -| Smooth Delta | Output | Float | None | Current frame time smoothed | +| Time | Output | Float | None | Elapsed time in seconds. | +| Sine Time | Output | Float | None | Sine of the **Time** value. Output ranges from −1 to 1. | +| Cosine Time | Output | Float | None | Cosine of the **Time** value. Output ranges from −1 to 1. | +| Delta Time | Output | Float | None | The time that has elapsed between the current frame and the last frame, in seconds. | +| Smooth Delta | Output | Float | None | The time that has elapsed between the current frame and the last frame, in seconds, averaged over several frames to reduce jitter. | ## Generated Code Example diff --git a/Packages/com.unity.shadergraph/Documentation~/images/Blackboard.png b/Packages/com.unity.shadergraph/Documentation~/images/Blackboard.png deleted file mode 100644 index d640d95c4bf..00000000000 Binary files a/Packages/com.unity.shadergraph/Documentation~/images/Blackboard.png and /dev/null differ diff --git a/Packages/com.unity.shadergraph/Documentation~/images/Inspector.png b/Packages/com.unity.shadergraph/Documentation~/images/Inspector.png deleted file mode 100644 index d84f421f3e1..00000000000 Binary files a/Packages/com.unity.shadergraph/Documentation~/images/Inspector.png and /dev/null differ diff --git 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deleted file mode 100644 index 720ce333461..00000000000 Binary files a/Packages/com.unity.shadergraph/Documentation~/images/MyFirstShaderGraph_11.png and /dev/null differ diff --git a/Packages/com.unity.shadergraph/Documentation~/images/ShaderGraphWindow.png b/Packages/com.unity.shadergraph/Documentation~/images/ShaderGraphWindow.png index 2f1479a1849..c505be42269 100644 Binary files a/Packages/com.unity.shadergraph/Documentation~/images/ShaderGraphWindow.png and b/Packages/com.unity.shadergraph/Documentation~/images/ShaderGraphWindow.png differ diff --git a/Packages/com.unity.shadergraph/Documentation~/ui-reference.md b/Packages/com.unity.shadergraph/Documentation~/ui-reference.md index f9263c7c2be..fec315beaf2 100644 --- a/Packages/com.unity.shadergraph/Documentation~/ui-reference.md +++ b/Packages/com.unity.shadergraph/Documentation~/ui-reference.md @@ -4,10 +4,7 @@ Explore the main user interface elements you need to know to create and configur | Topic | Description | | :--- | :--- | -| [Shader Graph Window](Shader-Graph-Window.md) | Display and edit your shader graph assets in Unity, including the Blackboard, the Main Preview, and the Graph Inspector. | -| [Create Node Menu](Create-Node-Menu.md) | Create nodes in your graph and create block nodes in the Master Stack. | -| [Graph Settings Tab](Graph-Settings-Tab.md) | Change settings that affect your shader graph as a whole. | -| [Master Stack](Master-Stack.md) | Explore the end point of a shader graph, which defines the final surface appearance of a shader. | +| [Shader Graph Window](Shader-Graph-Window.md) | Display and edit your shader graph assets in Unity, including the [Master Stack](Master-Stack.md), the [Main Preview](Main-Preview.md), the [Blackboard](Blackboard.md), and the [Graph Inspector](Internal-Inspector.md). | | [Shader Graph Preferences](Shader-Graph-Preferences.md) | Define shader graph settings for your system. | | [Shader Graph Project Settings](Shader-Graph-Project-Settings.md) | Define shader graph settings for your entire project. | | [Shader Graph Keyboard Shortcuts](Keyboard-shortcuts.md) | Use keyboard shortcuts to work more efficiently when you're using Shader Graph. | diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md b/Packages/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md index 103f1f468c5..922f4e8ac59 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/Context-OutputSharedSettings.md @@ -32,7 +32,7 @@ All outputs share these settings and property ports. In case of Shader Graph Out | **Indirect Draw** | Bool | **(Inspector)** Indicates whether the system only outputs alive particles as opposed to outputting all particles and culling dead ones in the vertex shader. Enable this setting to improve performance when the number of particles is not at the system capacity or there is a high number of vertices per particle (typically with mesh outputs).
Other settings can implicitly enable **Indirect Draw**. In this case, this setting is enabled, but not visible. The settings that can implicitly enable **Indirect Draw** are **Sort**, **Compute Culling**, and **Frustum Culling**. | | **Compute Culling** | Bool | **(Inspector)** Indicates whether the system culls particles that are not alive in a compute pass rather than in the vertex shader. Enable this to improve performance if you set the **alive** attribute in the output and have a high number of vertices per particle.
If you enable **Frustum Culling**, it implicitly enables **Indirect Draw** too. In this case, this setting is enabled, but not visible. | | **Frustum Culling** | Bool | **(Inspector)** Indicates whether to cull particles that are outside of the camera frustum in a compute pass. Enable this to improve the performance of large systems where a significant amount of particles can be out of the camera frustum.
Note that frustum culling can cause issues with shadow casting as the system does not take culled particles outside of the camera frustum into account during shadow passes. | -| **Enable Ray Tracing** **[HDRP]** | Bool | **(Inspector)** Indicates whether the particles are added to the Ray Tracing Acceleration Structure to be taken into account in Ray-traced effects. To be effective, the "Ray Tracing VFX" and "Visual Effects Ray Tracing" options must be enabled in the HDRP Global Settings and in the HDRP Asset respectively.
Experimental: This feature is currently experimental and is subject to change in later major versions. To use this feature, enable Experimental Operators/Blocks in the Visual Effects tab of your Project's Preferences. | +| **Enable Ray Tracing** **[HDRP]** | Bool | **(Inspector)** Indicates whether the particles are added to the Ray Tracing Acceleration Structure to be taken into account in Ray-traced effects. To be effective, the "Ray Tracing VFX" and "Visual Effects Ray Tracing" options must be enabled in the HDRP Global Settings and in the HDRP Asset respectively. This setting only appears on [Output Particle Primitive](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest/index.html?subfolder=/manual/Context-OutputPrimitive.html) and [Output ShaderGraph Quad](https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@latest/index.html?subfolder=/manual/Context-OutputShaderGraphPlanarPrimitive.html).
Experimental: This feature is currently experimental and is subject to change in later major versions. To use this feature, enable Experimental Operators/Blocks in the Visual Effects tab of your Project's Preferences. | ## Context Properties diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md b/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md index 2b06c2d3471..9a16614f5e7 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/TableOfContents.md @@ -56,10 +56,10 @@ * [Spawner Callbacks](SpawnerCallbacks.md) * [Realistic smoke lighting](six-way-lighting-landing.md) * [Realistic smoke lighting with six-way lighting](six-way-lighting.md) - * [Use tools to generate six-way lightmap textures](use-tools-generate-six-way-lightmap-textures.md) + * [Generate six-way lightmap textures for visual effects](use-tools-generate-six-way-lightmap-textures.md) * [Import six-way lightmap textures into unity](import-six-way-lightmap-textures-unity.md) - * [Create and configure a six-way lit particle system](create-configure-six-way-lit-particle-system.md) - * [Customize free six-way lighting lightmap textures](create-effects-with-six-way-lighting.md) + * [Create a six-way lit particle system in Visual Effect Graph](create-configure-six-way-lit-particle-system.md) + * [Customize existing six-way lightmap textures](create-effects-with-six-way-lighting.md) * [Six-way smoke lit reference](six-way-lighting-reference.md) * [Node Library](node-library.md) * [Context](Context.md) @@ -95,7 +95,7 @@ * [Collision Depth Buffer](Block-CollideWithDepthBuffer.md) * [Kill Shape](Block-KillShape.md) * [Trigger Shape](Block-TriggerShape.md) - * [Flipbook Player](Block-FlipbookPlayer.md) + * [Flipbook Player](Block-FlipbookPlayer.md) * [Force](Force.md) * [Attractor Shape Signed Distance Field](Block-ConformToSignedDistanceField.md) * [Attractor Shape Sphere](Block-ConformToSphere.md) diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/sg-working-with.md b/Packages/com.unity.visualeffectgraph/Documentation~/sg-working-with.md index 897f48c345f..e1b719d9fd1 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/sg-working-with.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/sg-working-with.md @@ -94,7 +94,7 @@ Shader Graph does not support some features in specific Targets. - [Fog Volume Shader Graph](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/fog-volume-master-stack-reference.html) - [Motion vectors](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest?subfolder=/manual/Motion-Vectors.html) for vertex animation. - The URP does not support the following: - - [Decal Shader Graph](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest?subfolder=/manual/decal-shader.html. + - [Decal Shader Graph](https://docs.unity3d.com/Documentation/Manual/urp/prebuilt-shader-graphs-urp-decal.html) - The Visual Effect Target (deprecated) does not support: - HDRP or Universal material types. - Access to the shader's Vertex stage. diff --git a/Packages/com.unity.visualeffectgraph/Documentation~/six-way-lighting-landing.md b/Packages/com.unity.visualeffectgraph/Documentation~/six-way-lighting-landing.md index 99e733cb2d4..9cba768bb52 100644 --- a/Packages/com.unity.visualeffectgraph/Documentation~/six-way-lighting-landing.md +++ b/Packages/com.unity.visualeffectgraph/Documentation~/six-way-lighting-landing.md @@ -5,10 +5,11 @@ Implement custom lighting models to have more control over the visual style of s | Page | Description | |-------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------| | [Realistic smoke lighting with six-way lighting]( six-way-lighting.md) | Learn how and why to use six-way lighting in Unity to illuminate smoke. | -| [Use tools to generate six-way lightmap textures](use-tools-generate-six-way-lightmap-textures.md) | Learn how to create six-way lightmap textures in your preferred VFX tool for use in Unity. | +| [Generate six-way lightmap textures for visual effects](use-tools-generate-six-way-lightmap-textures.md) | Learn how to create six-way lightmap textures in your preferred VFX tool for use in Unity. | | [Import six-way lightmap textures into Unity](import-six-way-lightmap-textures-unity.md) | Learn how to import and configure six-way lightmap textures for use in Visual Effect Graph. | -| [Create and configure a six-way lit particle system](create-configure-six-way-lit-particle-system.md) | Learn how to achieve enhanced realism for smoke or explosion effects. | -| [Customize free six-way lighting lightmap textures](create-effects-with-six-way-lighting.md) | Learn how to generate high-quality smoke or dust effects with free lightmap textures. | +| [Create a six-way lit particle system in Visual Effect Graph](create-configure-six-way-lit-particle-system.md) | Learn how to achieve enhanced realism for smoke or explosion effects. | +| [Customize existing six-way lightmap textures](create-effects-with-six-way-lighting.md) | Learn how to generate high-quality smoke or dust effects with free lightmap textures. | +| [Six-way smoke lit reference](six-way-lighting-reference.md) | Explore the properties of the **Smoke Shader UI**.| ## Additional resources diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedTopology.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedTopology.cs index 6cf9787be53..6d059bc93e3 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedTopology.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXComposedTopology.cs @@ -55,6 +55,7 @@ public override TraitDescription GetDescription(VFXAbstractComposedParticleOutpu desc.taskType = VFXTaskType.ParticleMeshOutput; desc.supportMotionVectorPerVertex = false; desc.motionVectorPerVertexCount = 0; + desc.hiddenSettings.Add("enableRayTracing"); if (parent.HasStrips(true)) actualMeshCount = 1; diff --git a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/CustomHLSL.cs b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/CustomHLSL.cs index 4af424e4372..2d9d83ba81d 100644 --- a/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/CustomHLSL.cs +++ b/Packages/com.unity.visualeffectgraph/Editor/Models/Operators/Implementations/CustomHLSL.cs @@ -410,11 +410,6 @@ private void ParseCodeIfNeeded() m_InputProperties = new List(); m_OutputProperties = new List(); - if (m_Function.returnType != typeof(void) && m_Function.returnType != null) - { - m_OutputProperties.Add(new VFXPropertyWithValue(new VFXProperty(m_Function.returnType, m_Function.returnName))); - } - foreach (var input in m_InputParameters) { if (input.type != null) @@ -429,6 +424,10 @@ private void ParseCodeIfNeeded() } } } + if (m_Function.returnType != typeof(void) && m_Function.returnType != null) + { + m_OutputProperties.Add(new VFXPropertyWithValue(new VFXProperty(m_Function.returnType, m_Function.returnName))); + } } else { diff --git a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTestSettings.cs b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTestSettings.cs index 7328ba0dd1d..9b96c1b6f73 100644 --- a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTestSettings.cs +++ b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTestSettings.cs @@ -6,6 +6,7 @@ public class UniversalGraphicsTestSettings : GraphicsTestSettings public bool XRCompatible = true; public bool gpuDrivenCompatible = true; public bool CheckMemoryAllocation = true; + public bool Ignored; [System.Serializable] public enum RenderBackendCompatibility diff --git a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs index 859eef3e129..ed7ca5a702b 100644 --- a/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs +++ b/Tests/SRPTests/Packages/com.unity.testing.urp/Scripts/Runtime/UniversalGraphicsTests.cs @@ -81,6 +81,9 @@ public IEnumerator Run(GraphicsTestCase testCase) if (!settings.gpuDrivenCompatible && GPUResidentDrawerRequested()) Assert.Ignore("Test scene is not compatible with GPU Driven and and will be skipped."); + if (settings.Ignored) + Assert.Ignore("The test scene has been permanently ignored."); + // Check for RenderGraph compatibility and skip test if needed. bool isUsingRenderGraph = RenderGraphGraphicsAutomatedTests.enabled || 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