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# Changelog
All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [10.8.1] - 2021-12-16
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [10.8.0] - 2021-09-20
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [10.7.0] - 2021-07-02
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [10.6.0] - 2021-04-29
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [10.5.0] - 2021-04-19
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [10.4.0] - 2021-03-11
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [10.3.1] - 2021-01-26
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [10.3.0] - 2020-11-16
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [10.2.0] - 2020-10-19
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [10.1.0] - 2020-10-12
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [10.0.0] - 2019-06-10
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [7.1.1] - 2019-09-05
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
## [7.0.1] - 2019-07-25
Version Updated
The version number for this package has increased due to a version update of a related graphics package.
Started Changelog
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# High Definition Render Pipeline Configuration Package
The High Definition Render Pipeline (HDRP) uses this package to control the availability of some of its features. If you want to use this package to configure HDRP, you must link it as a local package.
* For information on how to set up and use the HDRP Config package, see [HDRP Config](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/HDRP-Config-Package.html).
* For documentation on HDRP itself, see [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html).
@@ -0,0 +1,5 @@
com.unity.render-pipelines.high-definition-config copyright © 2020 Unity Technologies ApS
Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
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//-----------------------------------------------------------------------------
// Configuration
//-----------------------------------------------------------------------------
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// Options for the mode HDRP uses to evaluate probe volumes.
/// </summary>
///<seealso cref="ShaderOptions"/>
[GenerateHLSL(PackingRules.Exact)]
public enum ProbeVolumesEvaluationModes
{
/// <summary>Disables probe volumes.</summary>
Disabled = 0,
/// <summary>Evaluates probe volumes in the light loop.</summary>
LightLoop = 1,
/// <summary>Evaluates probe volumes in the material pass.</summary>
MaterialPass = 2,
}
/// <summary>
/// Options for the method HDRP uses to encode probe volumes.
/// </summary>
///<seealso cref="ShaderOptions"/>
[GenerateHLSL(PackingRules.Exact)]
public enum ProbeVolumesEncodingModes
{
/// <summary>Uses L0 spherical harmonics to encode probe volumes.</summary>
SphericalHarmonicsL0 = 0,
/// <summary>Uses L1 spherical harmonics to encode probe volumes.</summary>
SphericalHarmonicsL1 = 1,
/// <summary>Uses L2 spherical harmonics to encode probe volumes.</summary>
SphericalHarmonicsL2 = 2
}
/// <summary>
/// Options for the mode HDRP uses for probe volume bilateral filtering.
/// </summary>
///<seealso cref="ShaderOptions"/>
[GenerateHLSL(PackingRules.Exact)]
public enum ProbeVolumesBilateralFilteringModes
{
/// <summary>Disables bilateral filtering.</summary>
Disabled = 0,
/// <summary>Bilateral filtering using validity.</summary>
Validity = 1,
/// <summary>Bilateral filtering using octahedral depth.</summary>
OctahedralDepth = 2
}
/// <summary>
/// Project-wide shader configuration options.
/// </summary>
/// <remarks>This enum will generate the proper shader defines.</remarks>
///<seealso cref="ShaderConfig"/>
[GenerateHLSL(PackingRules.Exact)]
public enum ShaderOptions
{
/// <summary>Supports colored shadows in shaders.</summary>
ColoredShadow = 1,
/// <summary>Uses [camera-relative rendering](../manual/Camera-Relative-Rendering.md) to enhance precision.</summary>
CameraRelativeRendering = 1,
/// <summary>Uses pre-exposition to enhance color precision.</summary>
PreExposition = 1,
/// <summary>Precomputes atmospheric attenuation for the directional light on the CPU. This makes it independent from the fragment's position, which increases performance but reduces accuracy.</summary>
PrecomputedAtmosphericAttenuation = 0,
/// <summary>Maximum number of views for XR.</summary>
#if ENABLE_VR
XrMaxViews = 2,
#else
XrMaxViews = 1,
#endif
// Warning: Probe Volumes is a highly experimental feature. It is disabled by default for this reason.
// It's functionality is subject to breaking changes and whole sale removal.
// It is not recommended for use outside of for providing feedback. It should not be used in production.
// To enable, set:
// ProbeVolumesEvaluationMode = ProbeVolumesEvaluationModes.MaterialPass
// and inside of the editor run:
// Edit->Render Pipeline->Generate Shader Includes
// Probe Volumes feature must also be enabled inside of your HDRenderPipelineAsset.
// Also uncomment in the HDRP package all ".../Experimental/Probe Volume" menu
/// <summary>The probe volume evaluation mode.</summary>
/// <seealso cref = "ProbeVolumesEvaluationModes " />
ProbeVolumesEvaluationMode = ProbeVolumesEvaluationModes.Disabled,
/// <summary>Probe volume supports additive blending.</summary>
ProbeVolumesAdditiveBlending = 1,
/// <summary>The probe volume filtering mode.</summary>
/// <seealso cref="ProbeVolumesBilateralFilteringModes"/>
ProbeVolumesBilateralFilteringMode = ProbeVolumesBilateralFilteringModes.Validity,
/// <summary>The probe volume encoding method.</summary>
/// /// <seealso cref="ProbeVolumesEncodingModes"/>
ProbeVolumesEncodingMode = ProbeVolumesEncodingModes.SphericalHarmonicsL1,
/// <summary>Support for area lights.</summary>
AreaLights = 1,
/// <summary>Support for barn doors.</summary>
BarnDoor = 0
};
// Note: #define can't be use in include file in C# so we chose this way to configure both C# and hlsl
// Changing a value in this enum Config here require to regenerate the hlsl include and recompile C# and shaders
/// <summary>
/// Project-wide shader configuration options.
/// <remarks>This class reflects the enum. Use it in C# code to check the current configuration.</remarks>
/// </summary>
public class ShaderConfig
{
// REALLY IMPORTANT! This needs to be the maximum possible XrMaxViews for any supported platform!
// this needs to be constant and not vary like XrMaxViews does as it is used to generate the cbuffer declarations
/// <summary>Maximum number of XR views for constant buffer allocation.</summary>
public const int k_XRMaxViewsForCBuffer = 2;
/// <summary>Indicates whether to use [camera-relative rendering](../manual/Camera-Relative-Rendering.md) to enhance precision.</summary>
///<seealso cref="ShaderOptions.CameraRelativeRendering"/>
public static int s_CameraRelativeRendering = (int)ShaderOptions.CameraRelativeRendering;
/// <summary>Indicates whether to use pre-exposition to enhance color prevision.</summary>
///<seealso cref="ShaderOptions.PreExposition"/>
public static int s_PreExposition = (int)ShaderOptions.PreExposition;
/// <summary>Specifies the maximum number of views to use for XR rendering.</summary>
///<seealso cref="ShaderOptions.XrMaxViews"/>
public static int s_XrMaxViews = (int)ShaderOptions.XrMaxViews;
/// <summary>Indicates whether to precompute atmosphere attenuation for the directional light on the CPU.</summary>
///<seealso cref="ShaderOptions.PrecomputedAtmosphericAttenuation"/>
public static int s_PrecomputedAtmosphericAttenuation = (int)ShaderOptions.PrecomputedAtmosphericAttenuation;
/// <summary>Specifies the probe volume evaluation mode.</summary>
///<seealso cref="ShaderOptions.ProbeVolumesEvaluationMode"/>
public static ProbeVolumesEvaluationModes s_ProbeVolumesEvaluationMode = (ProbeVolumesEvaluationModes)ShaderOptions.ProbeVolumesEvaluationMode;
/// <summary>Indicates whether probe volumes support additive blending.</summary>
///<seealso cref="ShaderOptions.ProbeVolumesAdditiveBlending"/>
public static int s_ProbeVolumesAdditiveBlending = (int)ShaderOptions.ProbeVolumesAdditiveBlending;
/// <summary>Specifies the probe volume filtering mode.</summary>
///<seealso cref="ShaderOptions.ProbeVolumesBilateralFilteringMode"/>
public static ProbeVolumesBilateralFilteringModes s_ProbeVolumesBilateralFilteringMode = (ProbeVolumesBilateralFilteringModes)ShaderOptions.ProbeVolumesBilateralFilteringMode;
/// <summary>Specifies the probe volume encoding method.</summary>
///<seealso cref="ShaderOptions.ProbeVolumesEncodingMode"/>
public static ProbeVolumesEncodingModes s_ProbeVolumesEncodingMode = (ProbeVolumesEncodingModes)ShaderOptions.ProbeVolumesEncodingMode;
/// <summary>Indicates whether to support area lights.</summary>
///<seealso cref="ShaderOptions.AreaLights"/>
public static int s_AreaLights = (int)ShaderOptions.AreaLights;
/// <summary>Indicates whether to support barn doors.</summary>
///<seealso cref="ShaderOptions.BarnDoor"/>
public static int s_BarnDoor = (int)ShaderOptions.BarnDoor;
}
}
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//
// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit / Render Pipeline / Generate Shader Includes ] instead
//
#ifndef SHADERCONFIG_CS_HLSL
#define SHADERCONFIG_CS_HLSL
//
// UnityEngine.Rendering.HighDefinition.ProbeVolumesEvaluationModes: static fields
//
#define PROBEVOLUMESEVALUATIONMODES_DISABLED (0)
#define PROBEVOLUMESEVALUATIONMODES_LIGHT_LOOP (1)
#define PROBEVOLUMESEVALUATIONMODES_MATERIAL_PASS (2)
//
// UnityEngine.Rendering.HighDefinition.ProbeVolumesEncodingModes: static fields
//
#define PROBEVOLUMESENCODINGMODES_SPHERICAL_HARMONICS_L0 (0)
#define PROBEVOLUMESENCODINGMODES_SPHERICAL_HARMONICS_L1 (1)
#define PROBEVOLUMESENCODINGMODES_SPHERICAL_HARMONICS_L2 (2)
//
// UnityEngine.Rendering.HighDefinition.ProbeVolumesBilateralFilteringModes: static fields
//
#define PROBEVOLUMESBILATERALFILTERINGMODES_DISABLED (0)
#define PROBEVOLUMESBILATERALFILTERINGMODES_VALIDITY (1)
#define PROBEVOLUMESBILATERALFILTERINGMODES_OCTAHEDRAL_DEPTH (2)
//
// UnityEngine.Rendering.HighDefinition.ShaderOptions: static fields
//
#define SHADEROPTIONS_COLORED_SHADOW (1)
#define SHADEROPTIONS_CAMERA_RELATIVE_RENDERING (1)
#define SHADEROPTIONS_PRE_EXPOSITION (1)
#define SHADEROPTIONS_PRECOMPUTED_ATMOSPHERIC_ATTENUATION (0)
#define SHADEROPTIONS_XR_MAX_VIEWS (2)
#define SHADEROPTIONS_PROBE_VOLUMES_EVALUATION_MODE (0)
#define SHADEROPTIONS_PROBE_VOLUMES_ADDITIVE_BLENDING (1)
#define SHADEROPTIONS_PROBE_VOLUMES_BILATERAL_FILTERING_MODE (1)
#define SHADEROPTIONS_PROBE_VOLUMES_ENCODING_MODE (1)
#define SHADEROPTIONS_AREA_LIGHTS (1)
#define SHADEROPTIONS_BARN_DOOR (0)
#endif
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using NUnit.Framework;
using System.Collections.Generic;
using System.Linq;
using UnityEngine.Rendering;
namespace UnityEngine.Rendering.HighDefinition.Test
{
class ConfigurationTest
{
[Test]
public void ValidateConfiguration() {}
}
}
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{
"name": "com.unity.render-pipelines.high-definition-config",
"description": "Configuration files for the High Definition Render Pipeline.",
"version": "10.8.1",
"unity": "2020.3",
"unityRelease": "18f1",
"displayName": "High Definition RP Config",
"dependencies": {
"com.unity.render-pipelines.core": "10.8.1"
},
"upmCi": {
"footprint": "adeee56b593689c7e6ec370dbb1ce6ce61ac9109"
},
"repository": {
"url": "https://github.com/Unity-Technologies/Graphics.git",
"type": "git",
"revision": "31a193989d1e4e18ec3dced0f45168f8d2552a9a"
}
}
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