diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DLSSPass.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DLSSPass.cs index 1e8ecc9282b..40d59b8bdfa 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DLSSPass.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DLSSPass.cs @@ -526,8 +526,11 @@ private void InternalNVIDIARender(in DLSSPass.Parameters parameters, UpscalerRes : parameters.drsSettings.DLSSSharpness; dlssViewData.inputRes = new UpscalerResolution() { width = (uint)parameters.hdCamera.actualWidth, height = (uint)parameters.hdCamera.actualHeight }; - dlssViewData.outputRes = new UpscalerResolution() { width = (uint)DynamicResolutionHandler.instance.finalViewport.x, height = (uint)DynamicResolutionHandler.instance.finalViewport.y }; - + dlssViewData.outputRes = new UpscalerResolution() { + width = (uint)parameters.hdCamera.finalViewport.width, + height = (uint)parameters.hdCamera.finalViewport.height + }; + dlssViewData.jitterX = -parameters.hdCamera.taaJitter.x; dlssViewData.jitterY = -parameters.hdCamera.taaJitter.y; dlssViewData.reset = parameters.resetHistory; diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FSR2Pass.cs b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FSR2Pass.cs index 03668503807..0aa6134d867 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FSR2Pass.cs +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FSR2Pass.cs @@ -428,7 +428,10 @@ private void InternalAMDRender( bool useCameraCustomAttributes = parameters.hdCamera.fidelityFX2SuperResolutionUseCustomAttributes; var fsr2ViewData = new Fsr2ViewData(); fsr2ViewData.inputRes = new UpscalerResolution() { width = (uint)parameters.hdCamera.actualWidth, height = (uint)parameters.hdCamera.actualHeight }; - fsr2ViewData.outputRes = new UpscalerResolution() { width = (uint)DynamicResolutionHandler.instance.finalViewport.x, height = (uint)DynamicResolutionHandler.instance.finalViewport.y }; + fsr2ViewData.outputRes = new UpscalerResolution() { + width = (uint)parameters.hdCamera.finalViewport.width, + height = (uint)parameters.hdCamera.finalViewport.height + }; fsr2ViewData.jitterX = parameters.hdCamera.taaJitter.x; fsr2ViewData.jitterY = parameters.hdCamera.taaJitter.y; fsr2ViewData.reset = parameters.hdCamera.isFirstFrame; diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs index 633d79d2fe7..d8d06303086 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs @@ -193,7 +193,8 @@ private RenderPassInputSummary GetRenderPassInputs(UniversalCameraData cameraDat || cameraData.cameraTargetDescriptor.msaaSamples > 1 && UniversalRenderer.PlatformRequiresExplicitMsaaResolve() || m_Renderer2DData.useCameraSortingLayerTexture || !Mathf.Approximately(cameraData.renderScale, 1.0f) - || (DebugHandler != null && DebugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget)); + || (DebugHandler != null && DebugHandler.WriteToDebugScreenTexture(cameraData.resolveFinalTarget)) + || cameraData.captureActions != null; return inputSummary; } 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 0cb6a5e53ea..132a6ac9828 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 @@ -108,6 +108,10 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData // Early out for preview camera if (cameraData.cameraType == CameraType.Preview) isLitView = false; + + DebugHandler debugHandler = GetActiveDebugHandler(cameraData); + if (debugHandler != null) + isLitView = debugHandler.IsLightingActive; #endif // Preset global light textures for first batch @@ -115,7 +119,7 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData { using (var builder = graph.AddRasterRenderPass(k_SetLightBlendTexture, out var passData, m_SetLightBlendTextureProfilingSampler)) { - if (layerBatch.lightStats.useLights) + if (layerBatch.lightStats.useLights && isLitView) { passData.lightTextures = universal2DResourceData.lightTextures[batchIndex]; for (var i = 0; i < passData.lightTextures.Length; i++) @@ -167,7 +171,7 @@ public void Render(RenderGraph graph, ContextContainer frameData, Renderer2DData builder.UseRendererList(passData.rendererList); } - if (passData.layerUseLights) + if (passData.layerUseLights && isLitView) { passData.lightTextures = universal2DResourceData.lightTextures[batchIndex]; for (var i = 0; i < passData.lightTextures.Length; i++) 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 983b065b15c..e64f7ca07a6 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 @@ -25,6 +25,7 @@ internal sealed partial class Renderer2D : ScriptableRenderer DrawLight2DPass m_LightPass = new DrawLight2DPass(); DrawShadow2DPass m_ShadowPass = new DrawShadow2DPass(); DrawRenderer2DPass m_RendererPass = new DrawRenderer2DPass(); + CapturePass m_CapturePass = new CapturePass(RenderPassEvent.AfterRendering); LayerBatch[] m_LayerBatches; int m_BatchCount; @@ -792,6 +793,12 @@ private void OnAfterRendering(RenderGraph renderGraph) var finalBlitTarget = resolveToDebugScreen ? commonResourceData.debugScreenColor : commonResourceData.backBufferColor; var finalDepthHandle = resolveToDebugScreen ? commonResourceData.debugScreenDepth : commonResourceData.backBufferDepth; + // Capture pass for Unity Recorder + if (hasCaptureActions) + { + m_CapturePass.RecordRenderGraph(renderGraph, frameData); + } + if (applyFinalPostProcessing) { postProcessPass.RenderFinalPassRenderGraph(renderGraph, frameData, in finalColorHandle, commonResourceData.overlayUITexture, in finalBlitTarget, needsColorEncoding); diff --git a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl index 2a3b3b606e0..6698a7f5712 100644 --- a/Packages/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl +++ b/Packages/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl @@ -17,21 +17,19 @@ #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) #define DEPTH_TEXTURE_MS(name, samples) Texture2DMSArray name #define DEPTH_TEXTURE(name) TEXTURE2D_ARRAY_FLOAT(name) -#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthAttachment, uv, unity_StereoEyeIndex, sampleIndex) -#define SAMPLE(uv) SAMPLE_TEXTURE2D_ARRAY(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv, unity_StereoEyeIndex).r +#define LOAD_MSAA(coord, sampleIndex) LOAD_TEXTURE2D_ARRAY_MSAA(_CameraDepthAttachment, coord, unity_StereoEyeIndex, sampleIndex) +#define LOAD(coord) LOAD_TEXTURE2D_ARRAY(_CameraDepthAttachment, coord, unity_StereoEyeIndex) #else #define DEPTH_TEXTURE_MS(name, samples) Texture2DMS name #define DEPTH_TEXTURE(name) TEXTURE2D_FLOAT(name) -#define LOAD(uv, sampleIndex) LOAD_TEXTURE2D_MSAA(_CameraDepthAttachment, uv, sampleIndex) -#define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv) +#define LOAD_MSAA(coord, sampleIndex) LOAD_TEXTURE2D_MSAA(_CameraDepthAttachment, coord, sampleIndex) +#define LOAD(coord) LOAD_TEXTURE2D(_CameraDepthAttachment, coord) #endif #if MSAA_SAMPLES == 1 DEPTH_TEXTURE(_CameraDepthAttachment); - SAMPLER(sampler_CameraDepthAttachment); #else DEPTH_TEXTURE_MS(_CameraDepthAttachment, MSAA_SAMPLES); - float4 _CameraDepthAttachment_TexelSize; #endif #if UNITY_REVERSED_Z @@ -42,17 +40,17 @@ #define DEPTH_OP max #endif -float SampleDepth(float2 uv) +float SampleDepth(float2 pixelCoords) { + int2 coord = int2(pixelCoords); #if MSAA_SAMPLES == 1 - return SAMPLE(uv); + return LOAD(coord).r; #else - int2 coord = int2(uv * _CameraDepthAttachment_TexelSize.zw); float outDepth = DEPTH_DEFAULT_VALUE; UNITY_UNROLL for (int i = 0; i < MSAA_SAMPLES; ++i) - outDepth = DEPTH_OP(LOAD(coord, i), outDepth); + outDepth = DEPTH_OP(LOAD_MSAA(coord, i), outDepth); return outDepth; #endif } @@ -64,7 +62,7 @@ float frag(Varyings input) : SV_Target #endif { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); - return SampleDepth(input.texcoord); + return SampleDepth(input.positionCS.xy); } #endif diff --git a/Packages/com.unity.shadergraph/Documentation~/Colorspace-Conversion-Node.md b/Packages/com.unity.shadergraph/Documentation~/Colorspace-Conversion-Node.md index 1a6a7ebaecf..a993c4ddcb3 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Colorspace-Conversion-Node.md +++ b/Packages/com.unity.shadergraph/Documentation~/Colorspace-Conversion-Node.md @@ -16,7 +16,7 @@ Returns the result of converting the value of input **In** from one colorspace s | Name | Type | Options | Description | |:------------ |:-------------|:-----|:---| | From | Dropdown | RGB, Linear, HSV | Selects the colorspace to convert from | -| To | Dropdown | RGB, Linear, HSV | Selects the colorspace to convert to | +| To | Dropdown | RGB, Linear, HSV | Selects the colorspace to convert to. Returns values in the range 0 to 1, or higher if the color space is HDR. | ## Generated Code Example diff --git a/Packages/com.unity.shadergraph/Documentation~/HD-Scene-Color-Node.md b/Packages/com.unity.shadergraph/Documentation~/HD-Scene-Color-Node.md index 74ba57e3890..37a660a7696 100644 --- a/Packages/com.unity.shadergraph/Documentation~/HD-Scene-Color-Node.md +++ b/Packages/com.unity.shadergraph/Documentation~/HD-Scene-Color-Node.md @@ -1,24 +1,35 @@ -# HD Scene Color Node +# HD Scene Color node -The HD Scene Color Node does the same thing as the Scene Color Node, but allows you to access the mips of the color buffer. +The HD Scene Color node samples the color buffer of the current camera, using the screen space coordinates you input. The node works the same way as the [Scene Color Node](Scene-Color-Node.md) but returns the mipmap levels of the color buffer. -## Render pipeline compatibility +To make sure the HD Scene Color node outputs the correct values, follow these steps: -| **Node** | **Universal Render Pipeline (URP)** | **High Definition Render Pipeline (HDRP)** | -| -------------- | ----------------------------------- | ------------------------------------------ | -| HD Scene Color | No | Yes | +1. Connect the node to the fragment [shader stage](Shader-Stage.md). The HD Scene Color node doesn't support the vertex shader stage. +2. In the **Graph Settings** tab of the [**Graph Inspector**](Internal-inspector.md) window, set **Surface Type** to **Transparent**. Otherwise, the node samples the color buffer before Unity renders all the opaque contents in the scene. + +The node uses trilinear clamp mode to sample the color buffer, so it smoothly interpolates between the mipmap levels. + +## Render pipeline support + +The HD Scene Color node supports the High Definition Render Pipeline (HDRP) only. If you use the node with an unsupported pipeline, it returns 0 (black). + +If you use your own custom render pipeline, you must define the behavior of the node yourself. Otherwise, the node returns a value of 0 (black). ## Ports -| Name | Direction | Type | Binding | Description | -|:------------ |:-------------|:-----|:---|:---| -| **UV** | Input | Vector 4 | Screen Position | Sets the normalized screen coordinates to sample. | -| **Lod** | Input | float | None | Sets the mip level that the sampler uses to sample the color buffer. | -| **Output** | Output | Vector 3 | None | Output value | +| Name | Direction | Type | Binding | Description | +|:--|:--|:--|:--|:--| +| **UV** | Input | Vector 4 | Screen position | The normalized screen space coordinates to sample from. | +| **Lod** | Input | float | None | The mipmap level to sample. | +| **Output** | Output | Vector 3 | None | The color value from the color buffer at the coordinates and mipmap level. | + +## Properties -## Notes -### Exposure +| **Property** | **Description** | +|-|-| +| **Exposure** | Applies [exposure](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Override-Exposure.html) to the camera color. This property is disabled by default to avoid double exposure. | -You can use the Exposure property to specify if you want to output the Camera color with exposure applied or not. By default, this property is disabled to avoid double exposure. +## Additional resources -The sampler that this Node uses to sample the color buffer is in trilinear clamp mode. This allows the sampler to smoothly interpolate between the mip maps. +- [Scene Color Node](Scene-Color-Node.md) +- [Custom pass buffers and pyramids](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Custom-Pass-buffers-pyramids.html) diff --git a/Packages/com.unity.shadergraph/Documentation~/Property-Types.md b/Packages/com.unity.shadergraph/Documentation~/Property-Types.md index ce6260db83e..ff2f5b332c6 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Property-Types.md +++ b/Packages/com.unity.shadergraph/Documentation~/Property-Types.md @@ -152,7 +152,7 @@ Defines a [Cubemap](https://docs.unity3d.com/Manual/class-Cubemap.html) value. D ## Virtual Texture -Defines a [Texture Stack](https://docs.unity3d.com/2020.1/Documentation/Manual/svt-use-in-shader-graph.html), which appears as object fields of type [Texture](https://docs.unity3d.com/Manual/class-TextureImporter.html) in the Material Inspector. The number of fields correspond to the number of layers in the property. +Defines a [Texture Stack](https://docs.unity3d.com/Manual/svt-use-in-shader-graph.html), which appears as object fields of type [Texture](https://docs.unity3d.com/Manual/class-TextureImporter.html) in the Material Inspector. The number of fields corresponds to the number of layers in the property. | Data Type | Modes | |:----------|-------| diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Feature-Examples.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Feature-Examples.md index 22acfdf41d5..c5034c42c31 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Feature-Examples.md +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Feature-Examples.md @@ -1,7 +1,9 @@ -# Feature Examples +# Feature Examples sample The Shader Graph Feature Examples sample content is a collection of Shader Graph assets that demonstrate how to achieve common techniques and effects in Shader Graph. The goal of this sample pack is to help users see what is required to achieve specific effects and provide examples to make it easier for users to learn. +Each sample contains notes that describe what the shader does. Most of the shaders have their core functionality in a subgraph, so you can copy and paste them into your own shader graphs. + The sample content is broken into the following categories: - **Blending Masks** - these samples generate masks based on characteristics of the surface - such as height, facing angle, or distance from the camera. diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Node-Reference.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Node-Reference.md new file mode 100644 index 00000000000..f4be3cad408 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Node-Reference.md @@ -0,0 +1,5 @@ +# Node Reference sample + +This set of Shader Graph assets provides reference material for the nodes available in the Shader Graph node library. + +Each graph contains a description for a specific node, examples of how it can be used, and useful tips. Some example assets also show a break-down of the math that the node is doing. You can use these samples along with the documentation to learn more about the behavior of individual nodes. diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Procedural-Patterns.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Procedural-Patterns.md new file mode 100644 index 00000000000..4ce9b80a025 --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Procedural-Patterns.md @@ -0,0 +1,19 @@ +# Procedural Patterns sample + +This collection of Assets showcases various procedural techniques possible with Shader Graph. Use them directly in your Project, or edit them to create other procedural patterns. + +This collection includes the following patterns: + +* Bacteria +* Brick +* Dots +* Grid +* Herringbone +* Hex Lattice +* Houndstooth +* Smooth Wave +* Spiral +* Stripes +* Truchet +* Whirl +* Zig Zag diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready.md index 7a116cc5839..112a4aa68bc 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready.md +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-Production-Ready.md @@ -1,8 +1,6 @@ -# Production Ready Shaders +# Production Ready Shaders sample -The Shader Graph Production Ready Shaders sample is a collection of Shader Graph shader assets that are ready to be used out of the box or modified to suit your needs. You can take them apart and learn from them, or just drop them directly into your project and use them as they are. The sample also includes a step-by-step tutorial for how to combine several of the shaders to create a forest stream environment. - -The sample content is broken into the following categories: +The Shader Graph Production Ready Shaders sample is a collection of Shader Graph shader assets that are ready to be used out of the box or modified to suit your needs. You can take them apart and learn from them, or just drop them directly into your project and use them as they are. The sample includes the Shader Graph versions of the HDRP and URP Lit shaders. It also includes a step-by-step tutorial for how to combine several of the shaders to create a forest stream environment. | Topic | Description | |:------|:--------------| diff --git a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders.md b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders.md index e77ef30e74f..4bea29cf4bc 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders.md +++ b/Packages/com.unity.shadergraph/Documentation~/Shader-Graph-Sample-UGUI-Shaders.md @@ -1,11 +1,10 @@ -# UGUI Shaders -![The Shader Graph UGUI Shaders: A collection of Shader Graph subgraphs that serve as building blocks for building user interface elements.](images/UIToolsSample.png) +# UGUI Shaders sample -The Shader Graph UGUI Shaders sample is a collection of Shader Graph subgraphs that serve as building blocks for building user interface elements. They speed up the process of building widgets, buttons, and backgrounds for the user interface of your project. Using these tools, you can build dynamic, procedural UI elements that don’t require any texture memory and scale correctly for any resolution screen. +The Shader Graph UGUI Shaders sample is a collection of Shader Graph subgraphs that you can use to build user interface elements. They speed up the process of building widgets, buttons, and backgrounds for the user interface of your project. With these tools, you can build dynamic, procedural UI elements that don’t require any texture memory and scale correctly for any resolution screen. In addition to the subgraphs, the sample also includes example buttons, indicators, and backgrounds built using the subgraphs. The examples show how the subgraphs function in context and help you learn how to use them. -We have two main objectives with this sample set: +This sample set covers two main objectives: - Demonstrate Shader Graph’s ability to create dynamic, resolution-independent user interface elements in a wide variety of shapes and styles. diff --git a/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples-Import.md b/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples-Import.md new file mode 100644 index 00000000000..e0b88cf4f3f --- /dev/null +++ b/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples-Import.md @@ -0,0 +1,15 @@ +# Import Shader Graph samples + +To import a Shader Graph sample to your project: + +1. In the main menu, go to **Window** > **Package Management** > **Package Manager**. + +1. Select **Shader Graph** from the list of packages. + +1. In the **Samples** section, select **Import** next to a sample. + +To open a sample, go to the `Assets/Samples/Shader Graph//` folder. + +## Additional resources + +* [Shader Graph samples](ShaderGraph-Samples.md) diff --git a/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md b/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md index 4d154c480cc..8533547be2f 100644 --- a/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md +++ b/Packages/com.unity.shadergraph/Documentation~/ShaderGraph-Samples.md @@ -1,48 +1,12 @@ # Shader Graph samples -## Description - -The Shader Graph package offers sample Assets, which you can download through **Package Manager**. When you import these samples, Unity places the files in your Project's Asset folder. The files contain examples that demonstrate how to use Shader Graph features. - -## Add samples - -To add samples to your project: - -1. In the main menu, go to **Window** > **Package Management** > **Package Manager**. - -1. Select **Shader Graph** from the list of packages. - -1. In the **Samples** section, select **Import** next to a sample. - -1. Open the sample assets from the `Assets/Samples/Shader Graph//` folder. - -## Available samples - -The following samples are currently available for Shader Graph. - -| Procedural Patterns | -|:--------------------| -|![A visual overview of Procedural Patterns](images/Patterns_Page.png) | -| This collection of Assets showcases various procedural techniques possible with Shader Graph. Use them directly in your Project, or edit them to create other procedural patterns. The patterns in this collection are: Bacteria, Brick, Dots, Grid, Herringbone, Hex Lattice, Houndstooth, Smooth Wave, Spiral, Stripes, Truchet, Whirl, Zig Zag. | - - -| Node Reference | -|:--------------------| -|![A visual overview of Node Reference](images/NodeReferenceSamples.png) | -| This set of Shader Graph assets provides reference material for the nodes available in the Shader Graph node library. Each graph contains a description for a specific node, examples of how it can be used, and useful tips. Some example assets also show a break-down of the math that the node is doing. You can use these samples along with the documentation to learn more about the behavior of individual nodes. | - -| [Feature Examples](Shader-Graph-Sample-Feature-Examples.md) | -|:--------------------| -|![A visual overview of Feature Examples](images/FeatureExamplesSample.png) | -| This is a collection of over 30 Shader Graph files. Each file demonstrates a specific shader technique such as angle blending, triplanar projection, parallax mapping, and custom lighting. While you won’t use these shaders directly in your project, you can use them to quickly learn and understand the various techniques, and recreate them into your own work. Each file contains notes that describe what the shader is doing, and most of the shaders are set up with the core functionality contained in a subgraph that’s easy to copy and paste directly into your own shader. The sample also has extensive documentation describing each of the samples to help you learn. - -| [Production Ready Shaders](Shader-Graph-Sample-Production-Ready.md) | -|:--------------------| -|![A visual example of Production Ready Shaders](images/ProductionReadySample.png) | -| The Shader Graph Production Ready Shaders sample is a collection of Shader Graph shader assets that are ready to be used out of the box or modified to suit your needs. You can take them apart and learn from them, or just drop them directly into your project and use them as they are. The sample includes the Shader Graph versions of the HDRP and URP Lit shaders. It also includes a step-by-step tutorial for how to combine several of the shaders to create a forest stream environment. - -| [UGUI Shaders](Shader-Graph-Sample-UGUI-Shaders.md) | -|:--------------------| -|![A visual example of UGUI Shaders](images/UIToolsSample.png) | -| The Shader Graph UGUI Shaders sample is a collection of Shader Graph subgraphs that you can use to build user interface elements. They speed up the process of building widgets, buttons, and backgrounds for the user interface of your project. With these tools, you can build dynamic, procedural UI elements that don’t require any texture memory and scale correctly for any resolution screen. In addition to the subgraphs, the sample also includes example buttons, indicators, and backgrounds built with the subgraphs. The examples show how the subgraphs function in context and help you learn how to use them. - +The Shader Graph package offers many different samples that demonstrate how to use Shader Graph features in various contexts. + +| Topic | Description | +| :--- | :--- | +| [Import Shader Graph samples](ShaderGraph-Samples-Import.md) | Learn how to import the Shader Graph samples to your project. | +| [Procedural Patterns sample](Shader-Graph-Sample-Procedural-Patterns.md) | Learn how to generate patterns procedurally with Shader Graph. | +| [Node Reference sample](Shader-Graph-Sample-Node-Reference.md) | Learn in context about the nodes from the Shader Graph [node library](Node-Library.md). | +| [Feature Examples sample](Shader-Graph-Sample-Feature-Examples.md) | Learn about shader techniques such as angle blending, triplanar projection, parallax mapping, and custom lighting. | +| [Production Ready Shaders sample](Shader-Graph-Sample-Production-Ready.md) | Learn how to create production ready shader graphs that emulate terrain vegetation, rock details, water effects, weather effects, and other post-processing effects. | +| [UGUI Shaders sample](Shader-Graph-Sample-UGUI-Shaders.md) | Learn how to build user interface elements with Shader Graph. | diff --git a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md index 2fe97654d6b..119ae437aeb 100644 --- a/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md +++ b/Packages/com.unity.shadergraph/Documentation~/TableOfContents.md @@ -30,7 +30,7 @@ * [Add a Sub Graph to a shader graph](Add-Sub-Graph-To-Shader-Graph.md) * [Add inputs and outputs to a Sub Graph](Add-Inputs-Outputs-Sub-Graph.md) * [Set default inputs for a Sub Graph](Sub-Graph-Default-Property-Values.md) - * [Change the behaviour of a Sub Graph](Change-Behaviour-Sub-Graph-Dropdown.md) + * [Change the behavior of a Sub Graph](Change-Behaviour-Sub-Graph-Dropdown.md) * [Sub Graph asset](Sub-graph-Asset.md) * [Sticky Notes](Sticky-Notes.md) * [Color Modes](Color-Modes.md) @@ -311,6 +311,9 @@ * [Block Nodes](Block-Node.md) * [Built In Blocks](Built-In-Blocks.md) * [Samples](ShaderGraph-Samples.md) + * [Import Shader Graph samples](ShaderGraph-Samples-Import.md) + * [Procedural Patterns](Shader-Graph-Sample-Procedural-Patterns.md) + * [Node Reference](Shader-Graph-Sample-Node-Reference.md) * [Feature Examples](Shader-Graph-Sample-Feature-Examples.md) * [Production Ready Shaders](Shader-Graph-Sample-Production-Ready.md) * [Lit Shaders](Shader-Graph-Sample-Production-Ready-Lit.md) diff --git a/Packages/com.unity.shadergraph/Documentation~/images/FeatureExamplesSample.png b/Packages/com.unity.shadergraph/Documentation~/images/FeatureExamplesSample.png deleted file mode 100644 index b6f36a23cde..00000000000 Binary files a/Packages/com.unity.shadergraph/Documentation~/images/FeatureExamplesSample.png and /dev/null differ diff --git a/Packages/com.unity.shadergraph/Documentation~/images/Patterns_Page.png b/Packages/com.unity.shadergraph/Documentation~/images/Patterns_Page.png deleted file mode 100644 index 08f96da36ca..00000000000 Binary files a/Packages/com.unity.shadergraph/Documentation~/images/Patterns_Page.png and /dev/null differ diff --git a/Packages/com.unity.shadergraph/Documentation~/images/ProductionReadySample.png b/Packages/com.unity.shadergraph/Documentation~/images/ProductionReadySample.png deleted file mode 100644 index f0398ca9b45..00000000000 Binary files a/Packages/com.unity.shadergraph/Documentation~/images/ProductionReadySample.png and /dev/null differ diff --git a/Packages/com.unity.shadergraph/Documentation~/images/UIToolsSample.png b/Packages/com.unity.shadergraph/Documentation~/images/UIToolsSample.png deleted file mode 100644 index 69dd1070535..00000000000 Binary files a/Packages/com.unity.shadergraph/Documentation~/images/UIToolsSample.png and /dev/null differ diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass.meta new file mode 100644 index 00000000000..fca6608af4d --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 96222f1bd64e83740a28b29dfd634b6e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass/TestCustomRenderPassBreakingDLSSAndFSR2.cs b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass/TestCustomRenderPassBreakingDLSSAndFSR2.cs new file mode 100644 index 00000000000..f02641b3d8e --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass/TestCustomRenderPassBreakingDLSSAndFSR2.cs @@ -0,0 +1,117 @@ +using Unity.Mathematics; +using UnityEngine; +using UnityEngine.Experimental.Rendering; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; + +// This is a customer-reported render pass breaking DLSS & FSR2 output. +// The reason being the hdCamera used for the custom pass leading to +// global state in the DynamicResolutionHandler to be set by the custom pass +// and consumed by the upscaler passes right after, resulting in invalid +// output resolution leading to a black screen. +public class TestCustomRenderPassBreakingDLSSAndFSR2 : CustomPass +{ + private Camera _camera; + [Header("View")] [SerializeField] private LayerMask _cullingMask; + [SerializeField] private readonly CullMode _cullMode = CullMode.Front; + + private RenderTextureDescriptor _depthBufferDescriptor; + [SerializeField] private bool _depthClip; + + private RTHandle _maskBuffer; + + [SerializeField] [Tooltip("Offset Geometry along normal")] + private float _normalBias; + + [SerializeField] [Range(0, 1)] [Tooltip("Distance % from camera far plane.")] + private readonly float _range = 0.5f; + + [Header("Rendering")] [SerializeField] private readonly TextureResolution _resolution = TextureResolution._256; + [SerializeField] private Vector3 _rotation; + + [SerializeField] private float _snapToGrid; + [SerializeField] private float _varianceBias; + + protected override bool executeInSceneView => false; + + protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) + { + _depthBufferDescriptor = new RenderTextureDescriptor((int)_resolution, (int)_resolution, GraphicsFormat.None, + GraphicsFormat.D32_SFloat) + { + autoGenerateMips = false, + enableRandomWrite = false + }; + + _maskBuffer = RTHandles.Alloc((int)_resolution, (int)_resolution, colorFormat: GraphicsFormat.D32_SFloat, + autoGenerateMips: false, isShadowMap: true); + + _camera = new GameObject { hideFlags = HideFlags.HideAndDontSave }.AddComponent(); + _camera.cullingMask = _cullingMask; + _camera.enabled = false; + _camera.orthographic = true; + _camera.targetTexture = _maskBuffer.rt; + } + + protected override void Cleanup() + { + CoreUtils.Destroy(_camera.gameObject); + RTHandles.Release(_maskBuffer); + } + + protected override void Execute(CustomPassContext ctx) + { + if (!UpdateCamera(ctx.hdCamera.camera)) return; + if (!_camera.TryGetCullingParameters(out var cullingParameters)) return; + + cullingParameters.cullingOptions = CullingOptions.ShadowCasters; + ctx.cullingResults = ctx.renderContext.Cull(ref cullingParameters); + + ctx.cmd.GetTemporaryRT(ShaderIDs._TemporaryDepthBuffer, _depthBufferDescriptor); + CoreUtils.SetRenderTarget(ctx.cmd, ShaderIDs._TemporaryDepthBuffer, ClearFlag.Depth); + CustomPassUtils.RenderDepthFromCamera(ctx, _camera, _camera.cullingMask, + overrideRenderState: new RenderStateBlock(RenderStateMask.Depth | RenderStateMask.Raster) + { + depthState = new DepthState(true, CompareFunction.LessEqual), + rasterState = new RasterState(_cullMode, 0, 0, _depthClip) + }); + + ctx.cmd.CopyTexture(ShaderIDs._TemporaryDepthBuffer, _maskBuffer); + + ctx.cmd.ReleaseTemporaryRT(ShaderIDs._TemporaryDepthBuffer); + } + + private bool UpdateCamera(Camera camera) + { + if (camera.cameraType != CameraType.Game || !camera.CompareTag("MainCamera")) + return false; + + float3 position = camera.transform.position; + if (_snapToGrid > 0) + position = math.round(position * _snapToGrid) / _snapToGrid; + + _camera.transform.position = position; + _camera.orthographicSize = _range * camera.farClipPlane; + _camera.nearClipPlane = -_range * camera.farClipPlane; + _camera.farClipPlane = _range * camera.farClipPlane; + _camera.transform.rotation = + Quaternion.FromToRotation(Vector3.forward, Vector3.down) * Quaternion.Euler(_rotation); + + return true; + } + + public static class ShaderIDs + { + public static readonly int _TemporaryDepthBuffer = Shader.PropertyToID("_TemporaryDepthBuffer"); + } + + private enum TextureResolution + { + _128 = 128, + _256 = 256, + _512 = 512, + _1024 = 1024, + _2048 = 2048, + _4096 = 4096 + } +} diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass/TestCustomRenderPassBreakingDLSSAndFSR2.cs.meta b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass/TestCustomRenderPassBreakingDLSSAndFSR2.cs.meta new file mode 100644 index 00000000000..f49c519a3f9 --- /dev/null +++ b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Common/CustomPass/TestCustomRenderPassBreakingDLSSAndFSR2.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 593b165627eae204eb8890451d48a01d \ No newline at end of file diff --git a/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4110_DRS-FSR2-With-CustomPass.unity b/Tests/SRPTests/Projects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4110_DRS-FSR2-With-CustomPass.unity new file mode 100644 index 00000000000..61320c481a4 --- /dev/null +++ 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