Commit a7ddb52
Dynamic GI:
Max Sim Per Frame Control per Probe Volumes Dynamic GI (#44)
* Control over max # of probe volume dynamic GI simulation's per frame
* fixed issues with static value construction
* More direct control of perf controls to dynamic GI
Less GC allocations and better cleanup
Cleanup and removed the need entirely clearing radiance cache on first frame of probe volume dynamic GI sim. compute shaders just handle that first frame case via variant instead. Removes hitches this way
Sometimes we got NaN's, so added an extra safe clear on radiance data but via compute dispatch when needed
slight bug fix to previous commit
Quality variants for propagation axis amounts
Dynamic GI:
Added basic probe volume dynamic GI stats
more dynamic GI stats
Optimize GI data layout (#45)
* Optimized the layout of the dynamic GI data.
* Added migration of existing baked data to new layout. Context menu item "Reserialize (All)" on Probe Volume Asset now also runs the migration. Had to move the migration code from Probe Volume to Probe Volume Asset for this.
Limitation: Context menu migration is skipped for assets of version < 3, since updating to v.3 requires rotation from an object in a scene.
* Apply inverse-square law to propagation axis weights to get a more correct distribution for diagonal axes.
Dynamic GI:
Dynamic GI baked emission (#51)
* Bake emission into dynamic GI neighbors and use it in the propagation.
* Use 2x2 pixel blocks per baking request to control texture lods with uv and position gradients within these blocks.
* Added the logic to control the material sampling lod for neighbor baking.
* Added support of any Probe Volume rotation while baking dynamic GI neighbors and combining dynamic and baked SH.
* Respect the Baked Emission material toggle when baking the dynamic GI neighbors.
* Added a volume component setting to scale baked emission for dynamic GI.
* Provide ddx and ddy for position and UV of a hit when baking neighbor materials.
* Set the camera position shader property to zero before baking neighbors to support position-based effects in materials.
* Clean-up.
Work in progress for dgi optimization - setup new compute buffer
Work in progress.
Populate new neighbor axis lookups buffer and switch to reading from it.
Remove old neighbour axis lookup array.
Order members in NeighborAxisLookup by type size.
adding safety cleanup to help trigger the sorted axis set after cleanup call
Dynamic GI: Bind white texture for HVSSS in dynamic GI light loop1 parent 863dec0 commit a7ddb52
26 files changed
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File tree
- com.unity.render-pipelines.high-definition
- Editor/Lighting/ProbeVolume
- Runtime
- Lighting/ProbeVolume
- DynamicGI
- Material/MaskVolume
- RenderPipeline
- ShaderPass
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