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Internal/master #8121

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merged 82 commits into from
Jan 22, 2025
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be83312
Add documentation for public SRP resources and graphics settings
RSlysz Dec 18, 2024
55db00c
Blitter doc : enhanced documentation of the entire class.
olivierprat Dec 18, 2024
0b40664
Improve path tracing docs
pmavridis Dec 19, 2024
7b99266
Graphics/shadersystem/update api usage
aleks01010101 Dec 19, 2024
086e41b
URP VFX Graph Deferred+ support
Dec 19, 2024
5fa0804
UUM-87651 : GPU Resident Drawer shadow caster cullingmask fix.
olivierprat Dec 19, 2024
675f404
Land new Graphics Test Framework
giorgospetkakis Dec 19, 2024
8c43663
[SRPF] Destroy Renderers when they created in the Build process witho…
kirill-titov-u Dec 20, 2024
5dcad64
Fixes from graphics docs feedback tickets Dec 2024
markg-unity Dec 20, 2024
7cfd2d4
docg-5408: raytracing doesn't support DOTS and ECS
ocarrere Dec 21, 2024
ac6459a
madkins-71 Dec 22, 2024
eecf935
Fix camera stack viewport issues.
eh-unity Dec 26, 2024
429ff48
[VFX] Fix Custom HLSL & Subgraph always dirty
PaulDemeulenaere Dec 26, 2024
ac7bf50
[UUM-84459] Add a condition to the Receiver Motion Rejection function…
seungchan-jeong Dec 27, 2024
245a26a
[Volume framework]Improving API docs.
alex-vazquez-unity3d Dec 27, 2024
e796343
UUM-90236: Make all assets written by APV writable
pema99 Dec 27, 2024
ba18aaa
Prevent scene spherical harmonics lighting from leaking into the mate…
ApoorvaJ Jan 3, 2025
1b2bb3a
[URP] Fixing an issue where shadowStrength isn't taken in to account …
ellioman Jan 7, 2025
7d16dd6
[VFX][Fix] Enable ForwardEmissive pass when using color attribute for…
ludovic-theobald Jan 7, 2025
591cbe1
[6000.1][UUM-87636] Fix sprite instancing with 2d shaders
kennytann Jan 7, 2025
3ff05b7
[Port] [Forward] Sample APV for reflection probe normalization when d…
svc-reach-platform-support Jan 7, 2025
7377a6b
Avoid writing zero byte probe occlusion file
pmavridis Jan 7, 2025
b36bbd1
[HDRP] Fix info gathering for helpbox checking FrameSettings set up
RSlysz Jan 7, 2025
1e42e03
[Unity 6.1][URP] Fixing a warning when undoing a creation of light (U…
ellioman Jan 7, 2025
f952da3
[Rendering Debbugger] Avoid reflection code and use directly the vol…
alex-vazquez-unity3d Jan 7, 2025
997550c
[VFX] Fixed custom hlsl wrapper function was duplicated when used wit…
julienamsellem Jan 7, 2025
01bf8dd
[6000.1][UUM-91055] Fix msaa for rendergraph 2d
kennytann Jan 8, 2025
4673748
update lens flare doc
alelievr Jan 8, 2025
c42aa27
[URP2D] Remove redundant Shadow2DUnshadowGeometry Blend [PLATGRAPH-4108]
Wilfrid-Unity Jan 8, 2025
dda5ba7
2d/bugfix/uum 90437
ChuanXin-Unity Jan 8, 2025
5e06f6c
Update UPM to 9.0.0
supita Jan 9, 2025
f119887
Evict lights with preserveCachedShadow if they are disabled while pen…
laylaarab Jan 9, 2025
b203f47
Docs feedback fixes January 2025
markg-unity Jan 9, 2025
364a6c3
Disable GPU Resident Drawer in asset importer editor instance
arnaudcarre Jan 9, 2025
57e58af
Fixed the issue where SoftShadowsHigh keyword is not initialized pr…
thomas-zeng Jan 9, 2025
b392087
Fix broken GI HDRP_Tests
ApoorvaJ Jan 9, 2025
90e2867
Fix HDRP sky rendering when Camera Relative Rendering is disabled
MinseokLee-Unity Jan 9, 2025
b6293bc
[SRP] Use platform defaults instead of hard-coded 32bits depth [PLATG…
Wilfrid-Unity Jan 9, 2025
3383562
[iOS][Tests] Migrate iOS graphics test pipelines to use arm64 VMs wit…
lusnys Jan 9, 2025
f4c1782
[Unity 6.1][URP] Fixing aliased shadows due to lack of UV precision (…
ellioman Jan 9, 2025
2edb2f9
[Unity 6.1][URP] Making Strip Unused Variants include every keyword U…
ellioman Jan 9, 2025
f4af2a9
[VFX][Fix] Allow zero-initializing strip data buffer with a compute d…
ludovic-theobald Jan 9, 2025
98fc3fe
DOCG-5432 Add note about converting read-only materials in HDRP
markg-unity Jan 10, 2025
afc4178
DOCG-5466 Add missing screen space reflection links in HDRP
markg-unity Jan 10, 2025
c64519f
[UUM-83271] made streaming scratch buffers having different size not …
katana7755 Jan 10, 2025
4d4ce48
Graphics/SRP/RPF - Fix Transient usage with URP RenderGraph
axoloto Jan 10, 2025
cf830a4
SpeedTree does not move when using WindZone
SuminCho1 Jan 10, 2025
f73f151
Docs feedback fixes January 2025 part 2
markg-unity Jan 10, 2025
389b474
DOCG-6300 Fix include in HDRP dynamic resolution shader sample
markg-unity Jan 10, 2025
4c5998a
Graphics/SRP/RPF - Render Graph - Setting ResourceHandle as readonly
axoloto Jan 11, 2025
5dca8c9
[Unity 6.1][URP] Make sure ScriptableStripper doesn't doesn't strip a…
ellioman Jan 11, 2025
2f3af6f
Add test scene for shadow mask blending
seungwon-oh Jan 13, 2025
5e5bdc1
UUM-91854 - Fix lightmap index changes when loading / unloading scene…
olivierprat Jan 13, 2025
b6b3816
[VFX][Fix] Avoid trying to access context's data when it doesn't have…
ludovic-theobald Jan 13, 2025
ef79b99
Render Graph Pass Merging Leads to Unnecessary Clear Load Actions
raquelpeces Jan 13, 2025
1afd9c7
[content automatically redacted] touching PlatformDependent folder
axoloto Jan 13, 2025
1ce94db
Meta pass tests fail on URP
belgaard Jan 14, 2025
1065617
[UUM-85110] Fix searcher getting stuck when parent Shader Graph windo…
dhsavell Jan 14, 2025
b448b66
[UUM-83996] Fix incorrect context menu being displayed in subwindows
dhsavell Jan 14, 2025
8b34623
Disable HDRP APV tests
ApoorvaJ Jan 15, 2025
c9a3a6c
Fixed two parameters being the wrong type leading to a warning
lpledouxUnity Jan 16, 2025
8c65649
Convert HDRP Projects to Graphics Test Framework 9.0 and Fix Several …
giorgospetkakis Jan 16, 2025
faf754c
Reverting the PR fixing UUM-83299
ellioman Jan 16, 2025
583ec75
[Rendering Debugger]Moving resources out from resource folder and put…
alex-vazquez-unity3d Jan 16, 2025
4275282
Fix seams in water, when the instanced quad is selected.
cprasad-rythmos Jan 16, 2025
381bccf
Disable development build watermark from URP projects
Jan 16, 2025
3095790
update doc for barndoor on area lights
alelievr Jan 17, 2025
cfe136f
DOCG-6321 Improve graphics settings documentation in Core SRP manual
markg-unity Jan 18, 2025
9f17306
[VFX] Fix Shader Warnings
PaulDemeulenaere Jan 18, 2025
e83eeb9
Disabling 400_OcclusionCulling_RenderScale test on XboxOne and XboxSe…
AngelaDematte Jan 18, 2025
ac2a414
Fixed not deleting all tags when searching
JangkyuSeo Jan 20, 2025
f56c7f4
[content automatically redacted] touching PlatformDependent folder
RSlysz Jan 20, 2025
2e74c86
[HDRP] [Wizzard] Fix default state 'Fail' used while waiting from asy…
RSlysz Jan 20, 2025
eabe81c
[URP] Make error when trying to use URP api out of URP for volume mor…
RSlysz Jan 20, 2025
36b3d85
[VFX] Fix Capitalization
PaulDemeulenaere Jan 20, 2025
2d3b0e7
[VFX] Renable RWTexture1DArray case
PaulDemeulenaere Jan 20, 2025
746cbd7
Fix issue where padding was different between tabs in Lighting window
seungwon-oh Jan 21, 2025
d49f28b
Fixing leak in LineRendering
juhomerj Jan 21, 2025
f53dc18
[URP] Fixing an issue with fading baked shadows when Real-Time Additi…
ellioman Jan 21, 2025
b6bcc5d
Disable development build watermark from HDRP projects
Jan 21, 2025
c841fa9
[UUM-90909] Fix artifacts when blending cascade shadows and distance …
seungwon-oh Jan 22, 2025
c260eef
Fix for distorted SplashScreen scene when using eye texture dynamic r…
Jan 22, 2025
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Shader "Hidden/Universal/CoreBlit"
{
HLSLINCLUDE
#pragma target 2.0
#pragma editor_sync_compilation
// Core.hlsl for XR dependencies
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
// DebuggingFullscreen.hlsl for URP debug draw
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/DebuggingFullscreen.hlsl"
// Color.hlsl for color space conversion
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"

// Specialized blit with URP debug draw support and color space conversion support
half4 FragmentURPBlit(Varyings input, SamplerState blitsampler)
{
half4 color = FragBlit(input, blitsampler);

#ifdef _LINEAR_TO_SRGB_CONVERSION
color = LinearToSRGB(color);
#endif

#if defined(DEBUG_DISPLAY)
half4 debugColor = 0;
float2 uv = input.texcoord;
if (CanDebugOverrideOutputColor(color, uv, debugColor))
{
return debugColor;
}
#endif

return color;
}
ENDHLSL

SubShader
{
Tags{ "RenderPipeline" = "UniversalPipeline" }

// 0: Nearest
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "Nearest"

HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragNearest
ENDHLSL
}

// 1: Bilinear
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "Bilinear"

HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragBilinear
ENDHLSL
}

// 2: Nearest quad
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "NearestQuad"

HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragNearest
ENDHLSL
}

// 3: Bilinear quad
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuad"

HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragBilinear
ENDHLSL
}

// 4: Nearest quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "NearestQuadPadding"

HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearest
ENDHLSL
}

// 5: Bilinear quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadPadding"

HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinear
ENDHLSL
}

// 6: Nearest quad with padding and repeat
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "NearestQuadPaddingRepeat"

HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearestRepeat
ENDHLSL
}

// 7: Bilinear quad with padding and repeat
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadPaddingRepeat"

HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinearRepeat
ENDHLSL
}

// 8: Bilinear quad with padding (for OctahedralTexture)
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadPaddingOctahedral"

HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragOctahedralBilinearRepeat
ENDHLSL
}

/// Version 4, 5, 6, 7 with Alpha Blending 0.5
// 9: Nearest quad with padding alpha blend (4 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
Name "NearestQuadPaddingAlphaBlend"

HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearest
#define WITH_ALPHA_BLEND
ENDHLSL
}

// 10: Bilinear quad with padding alpha blend (5 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
Name "BilinearQuadPaddingAlphaBlend"

HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinear
#define WITH_ALPHA_BLEND
ENDHLSL
}

// 11: Nearest quad with padding alpha blend repeat (6 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
Name "NearestQuadPaddingAlphaBlendRepeat"

HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragNearestRepeat
#define WITH_ALPHA_BLEND
ENDHLSL
}

// 12: Bilinear quad with padding alpha blend repeat (7 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
Name "BilinearQuadPaddingAlphaBlendRepeat"

HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragBilinearRepeat
#define WITH_ALPHA_BLEND
ENDHLSL
}

// 13: Bilinear quad with padding alpha blend (for OctahedralTexture) (8 with alpha blend)
Pass
{
ZWrite Off ZTest Always Blend DstColor Zero Cull Off
Name "BilinearQuadPaddingAlphaBlendOctahedral"

HLSLPROGRAM
#pragma vertex VertQuadPadding
#pragma fragment FragOctahedralBilinearRepeat
#define WITH_ALPHA_BLEND
ENDHLSL
}

// 14. Project Cube to Octahedral 2d quad
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "CubeToOctahedral"

HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragOctahedralProject
ENDHLSL
}

// 15. Project Cube to Octahedral 2d quad with luminance (grayscale), RGBA to YYYY
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "CubeToOctahedralLuminance"

HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragOctahedralProjectLuminance
ENDHLSL
}

// 16. Project Cube to Octahedral 2d quad with with A to RGBA (AAAA)
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "CubeToOctahedralAlpha"

HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragOctahedralProjectAlphaToRGBA
ENDHLSL
}

// 17. Project Cube to Octahedral 2d quad with with R to RGBA (RRRR)
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "CubeToOctahedralRed"

HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragOctahedralProjectRedToRGBA
ENDHLSL
}

// 18. Bilinear quad with luminance (grayscale), RGBA to YYYY
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadLuminance"

HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragBilinearLuminance
ENDHLSL
}

// 19. Bilinear quad with A to RGBA (AAAA)
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadAlpha"

HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragBilinearAlphaToRGBA
ENDHLSL
}

// 20. Bilinear quad with R to RGBA (RRRR)
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearQuadRed"

HLSLPROGRAM
#pragma vertex VertQuad
#pragma fragment FragBilinearRedToRGBA
ENDHLSL
}

// 21. Nearest project cube to octahedral 2d quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "NearestCubeToOctahedralPadding"

HLSLPROGRAM
#pragma multi_compile_local _ BLIT_DECODE_HDR
#pragma vertex VertQuadPadding
#pragma fragment FragOctahedralProjectNearestRepeat
ENDHLSL
}

// 22. Bilinear project cube to octahedral 2d quad with padding
Pass
{
ZWrite Off ZTest Always Blend Off Cull Off
Name "BilinearCubeToOctahedralPadding"

HLSLPROGRAM
#pragma multi_compile_local _ BLIT_DECODE_HDR
#pragma vertex VertQuadPadding
#pragma fragment FragOctahedralProjectBilinearRepeat
ENDHLSL
}

// 23: Bilinear blit with debug draw and color space conversion support
Pass
{
Name "BilinearDebugDraw"
ZWrite Off ZTest Always Blend Off Cull Off

HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragmentURPBlitBilinearSampler
#pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION
#pragma multi_compile_fragment _ DEBUG_DISPLAY

half4 FragmentURPBlitBilinearSampler(Varyings input) : SV_Target
{
return FragmentURPBlit(input, sampler_LinearClamp);
}
ENDHLSL
}

// 24: Nearest blit with debug draw and color space conversion support
Pass
{
Name "NearestDebugDraw"
ZWrite Off ZTest Always Blend Off Cull Off

HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragmentURPBlitPointSampler
#pragma multi_compile_fragment _ _LINEAR_TO_SRGB_CONVERSION
#pragma multi_compile_fragment _ DEBUG_DISPLAY

half4 FragmentURPBlitPointSampler(Varyings input) : SV_Target
{
return FragmentURPBlit(input, sampler_PointClamp);
}
ENDHLSL
}
}

Fallback Off
}
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