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Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)
* *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com>
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