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[Feature] Compute Deformation Node #166

Merged
merged 43 commits into from
May 14, 2020
Merged

[Feature] Compute Deformation Node #166

merged 43 commits into from
May 14, 2020

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he-ax
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@he-ax he-ax commented Apr 17, 2020

Purpose of this PR

Adding node to read compute deformed data into vertex shader. Required for compute skinning and blend shapes to work in DOTS.
This uses VertexID semantic so we added support for that to both URP and HDRP.

Updated Linear Blend Skinning node to be compatible with new deformation systems. Also added support for URP. Removed unnecessary inputs to node.

Related PRs:
Dots: Unity-Technologies/dots#4970
Animation: Unity-Technologies/Unity.Animation#143

Added documentation for both Compute Deformation Node and Linear Blend Skinning Node.

image


Testing status

Manual Tests: What did you do?

  • Opened test project + Run graphic tests locally
  • Built a player
  • Checked new UI names with UX convention
  • Tested UI multi-edition + Undo/Redo + Prefab overrides + Alignment in Preset
  • C# and shader warnings (supress shader cache to see them)
  • Checked new resources path for the reloader (in developer mode, you have a button at end of resources that check the paths)

Test project can be found here:
https://github.com/Unity-Technologies/Unity.Animation/tree/dots-deformations

Yamato:
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics/tree/dots-deformations


Comments to reviewers

This needs to land together with changes to DOTS Animation and Hybrid Renderer package.
Hybrid Renderer PR: https://github.com/Unity-Technologies/dots/pull/4970

This PR will break the functionality for the LBS node unless these packages are updated as well.

Comment on lines +217 to +219
new FieldDependency(StructFields.SurfaceDescriptionInputs.BoneWeights, StructFields.SurfaceDescriptionInputs.BoneIndices),
new FieldDependency(StructFields.SurfaceDescriptionInputs.BoneIndices, StructFields.SurfaceDescriptionInputs.BoneWeights),
new FieldDependency(StructFields.SurfaceDescriptionInputs.VertexID, StructFields.SurfaceDescriptionInputs.VertexID),
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Ideally we would not have these be part of surface descriptions? However, they are required to have the nodes work in subgraphs...

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ghost commented Apr 24, 2020

Is it possible to add automated tests for this feature? And for the Linear Blend Skinning node as well

@svens-unity
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Is it possible to add automated tests for this feature? And for the Linear Blend Skinning node as well

Currently this will be rather difficult to do. The nodes work together with Hybrid Renderer and Dots animation to result into mesh deformations. We are simultaneously trying to land the features there.
Both nodes are tested and will be used in the public Dots Animation Samples. As soon as all branches have landed we will invest into adding automated tests. However, to me it is still a bit unclear where these tests are going to be, because of all the dependencies.


## Description

This node lets you pass compute deformed vertex data to a vertex shader, and only works with the [DOTS Hybrid Renderer](https://docs.unity3d.com/Packages/com.unity.rendering.hybrid@latest/). You must provide `DeformedVertexData` in the `_DeformedMeshData` buffer. The node uses the `_ComputeMeshIndex` property to calculate where the `DeformedVertexData` associated with the current mesh are located in the `_DeformedMeshData` buffer. To output data, you must either install both the DOTS Hybrid Renderer and DOTS Animation packages, or use a custom solution.
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Is there anything specific inside of the DOTS Hyrbid or Animation packages that goes in depth on how to use the Deformed Mesh Data buffer, or in what case this node would be useful?
I'm just thinking of the case where a user stumbles across this node, having more information is better. We previously had some confusion regarding the linear blend skinning node.

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Yes we do :) It can be found here. Please let us know if you think there is anything missing from the docs.

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That page looks good, can you make a note to add a link to it once it's public to users? I see it's in a private repo, but I would like the pages for skinning to have something along the lines of These nodes work with the [DOTS Mesh Deformation](link to mesh deform page) system.
Being that it's currently private I'm okay to approve without the link but I do want the public link added when it's available. c:


## Description

This node lets you apply Linear Blend Vertex Skinning, and only works with the [DOTS Hybrid Renderer](https://docs.unity3d.com/Packages/com.unity.rendering.hybrid@latest/). You must provide skinned matrices in the `_SkinMatrices` buffer. The node uses the `_SkinMatrixIndex` property to calculate where the matrices associated with the current mesh are located in the `_SkinMatrices` buffer.
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Just going to echo what I noted for the Compute Deformation Node, if there's any specific external documentation for DOTS Hybrid that provides more context for this data and the use cases, that would be good to add here.

Comment on lines 17 to 22
public const string kSlotPositionName = "Position";
public const string kSlotNormalName = "Normal";
public const string kSlotTangentName = "Tangent";
public const string kOutputSlotPositionName = "Position";
public const string kOutputSlotNormalName = "Normal";
public const string kOutputSlotTangentName = "Tangent";
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I would say rather than in/out, I would prefer something a little more descriptive like "Vertex Position" and "Skinned Position" .
It will make the node render pretty wide though, but something that more clearly described what the input and output actually are is preferable.

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rename looks good to me, thank you!

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GrantLamb-Unity commented May 9, 2020

@hedvigaxelsson Do we have a plan set up for how we can ensure this functions properly as the Animation, Dots, or Shadergraph packages are updated? Automation being ran on all three projects may be the only way to feasibly achieve this from my perspective.

What about compatibility between versions? The Package Manager allows user's to easily have an old version of one package with newer versions of the other two packages. I don't know how we can currently solve that.

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he-ax commented May 11, 2020

@GrantLamb-Unity
Right now we have manually added defines to makes sure everything works together with different versions of the packages. Unfortunately there is currently no infrastructure to test these packages together, and no way for package versioning to know what works together and what doesn't.

svens-unity and others added 2 commits May 12, 2020 14:03
@ZbignevM ZbignevM requested a review from cinight May 12, 2020 17:12
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Did regression testing for this PR, hybrid renderer URP is still working fine.
Hybrid CIs URP & HDRP on this PR is working fine.

Will do actual feature test next week with Hedvig.

@stramit stramit merged commit e19866a into master May 14, 2020
@stramit stramit deleted the dots-deformations branch May 14, 2020 12:52
sebastienlagarde added a commit that referenced this pull request May 31, 2020
…reviously submitter to be those of 9.x.x/release (#678)

* [Shader Graph] Fix Export Dependencies (#68)

* Adding hidden scriptable object to shadergraph assets so export correctly identifies dependent subgraphs/custom function scripts

* Instead of creating a new scriptable object, adding object references to metadata

* Adding export dependencies to subgraphs as well

* Update CHANGELOG.md

* add space

* fix shadersubgraphmetadeata

Co-authored-by: Alex Lindman <alexandral@unity3d.com>

* [9.x.x] SubWindow open/close/toggle automated testing coverage (#333)

* automation for open and closing shader graph windows over and over, toggling sub windows, sub windows locations being remembered, ect.

* merge fix

* now works with master!

* address PR feedback from sai

* add null check for blackboard selections when blackboard is hidden

* update tests to check for correct value

* adding more debug info

* [skip ci] disable sub window remembered test

Co-authored-by: zadi0648 <zackd44@gmail.com>
Co-authored-by: Alex Lindman <alexandral@unity3d.com>
Co-authored-by: Elizabeth LeGros <elizabeth.legros@unity3d.com>

* [9.x.x] Core / hdrp: Move packing and dots instancing code to right location + Update DOTS Macro (#442)

* Move code to there right location

* Move dots intancing code to the right location

* Update UnityInstancing.hlsl

* Change the Hybrid V2 versions of UNITY_MATRIX_ macros to use the FROM_MACRO versions to avoid problems with other macros.

* Replace ifdef'd UNITY_MATRIX_M with redefined GetRawUnityObjectToWorld for Hybrid V2 to clean up code and reduce corner cases.

Co-authored-by: Jussi Knuuttila <jussi.knuuttila@unity3d.com>

* Revert "[9.x.x] Core / hdrp: Move packing and dots instancing code to right location + Update DOTS Macro (#442)" (#454)

This reverts commit b7dbd91bb652dc87e2b47d013e7066b4d97120f0.

* Fix reorderable list issue (#349)

* [universal] fix for case #1205224

Removed the reorderable list and replaced it with a normal list for the ui

* Updated changelog

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* [Feature] Compute Deformation Node (#166)

* [Feature] Create node for compute deformations.

* [Feature] Adding some missing files for Compute Deformation node

* Fix skinning nodes

* Clean-up of LBS & Deform Compute SG nodes.

* Moved LinearBlendSkinning node into Mesh Deformations folder

* Both nodes add the shader properties automatically.

* Add sub graph support for both nodes.

* Add vertexID, bone weights and indices to AttributeData

* Add correct semantic for vertexID

* Add setup error to compute deform node if compute define is not enabled.

* Remove warning about vector truncation from Compute Deform Node

* [Documentation] Added documentation for LBS and Compute node

* Get objects to visualize in gameobject mode.

* Add setup error to CD and LBS nodes if Hybrid Renderer package is not installed

* Update shadergraph changelog

* Updated Compute-Deformation-Node and Linear-Blend-Skinning-Node

* Add defines to SG nodes to remove supported features in Hybrid V1.

* Updated Linear Blend Skinning Node

* Add defines for LBS node to work with Hybrid Renderer prior to data protocol change (pre 0.5.0)

* Added link to Hybrid Renderer. Updated Ports table.

* Added missing input port entries in Ports table

* Move LinearBlendSkinning node into 'Mesh Deformation' group.

* Add defines for material property to work with hybrid renderer v2 pre 0.5.0

* Update shader graph define to 0.5.0

* Update compute deformation node define to be hybrid renderer 0.5.0

* Bump ShaderGraph importer version

* Update hybrid renderer version define to include preview version 4 and above

* Added punctuation.

* Updated TableOfContents.md

* Update Node error messages

* Add 'package' to error message.

* Use float3 for deformed mesh tangents instead of float4

* [Clean Up] Rename Input and Output slots for LBS and Compute Deform node

* Update guid to objectId

* Update hybrid renderer assembly define for Shader Graph

Co-authored-by: hedvig <hedvig.axelsson@unity3d.com>
Co-authored-by: Sven Santema <svens@unity3d.com>
Co-authored-by: Sharlene Tan <sharlenet@unity3d.com>
Co-authored-by: svens-unity <55388940+svens-unity@users.noreply.github.com>

* DOC-1664 Added: Customizing URP: Using the beginCameraRendering event. (#383)

* Update Light-Component.md (#357)

* Update Look-Dev-Environment-Library.md (#365)

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 (#484)

* Added core docs

* Updated HDRP docs.

* Update Look-Dev-Environment-Library.md

* Update TableOfContents.md

* Remove bellevue QA from SG codeowners as this was causing unnecessary friction. (#491)

* [skip ci] [Shader Graph] Bump Searcher Version  (#452)

* bump searcher version to 4.2

* Update CHANGELOG.md

* Fixes for issue with Default shader and material not available when Models are imported at project startup. (#339)

* Replaced usages of Shader.find with code loading the corresponding shader using GUIDs.

* Updated Changelog.

* made GetShaderGUID internal, Added Tests for GetShaderGUID and GetShaderPath

* Added entry to URP changelog, removed entry added by mistake from HDRP changelog.

* Fix manifest to be accurate for 20.1

* [VFX] Update from vfx/staging (#489)

* [9.x.x] updated terrain scene and reference images. (#460)

* updated terrain scene and reference images.

* Reverted non OSX Metal images

This reverts commit 1cba18b4665fbb520e36f65654d71e00d8a2cb9c.

* Fix NaN cause when a 0-length normal is generated and then normalized (#437)

* Avoid to normalize 0-length normals

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [9.x.x][Yamato] Remove references to trunk and master (#505)

* remove references to trunk or master

* update metafile

* remove player-connection-ip flag from Android (#509)

* [9.x.x] Merge Hdrp/staging [Skip CI] (#366) (#521)

* [9.x.x] Disable unstable test on vulkan HDRP

* Auto bumped package versions:
com.unity.render-pipelines.core: 9.0.0-preview.29
com.unity.render-pipelines.high-definition-config: 9.0.0-preview.31
com.unity.render-pipelines.high-definition: 9.0.0-preview.29
com.unity.render-pipelines.lightweight: 9.0.0-preview.30
com.unity.render-pipelines.universal: 9.0.0-preview.30
com.unity.shadergraph: 9.0.0-preview.30
com.unity.visualeffectgraph: 9.0.0-preview.29

* Update changelog to have the correct version

* Auto bumped package versions:
com.unity.render-pipelines.core: 9.0.0-preview.30
com.unity.render-pipelines.high-definition-config: 9.0.0-preview.32
com.unity.render-pipelines.high-definition: 9.0.0-preview.30
com.unity.render-pipelines.lightweight: 9.0.0-preview.31
com.unity.render-pipelines.universal: 9.0.0-preview.31
com.unity.shadergraph: 9.0.0-preview.31
com.unity.visualeffectgraph: 9.0.0-preview.30

* [9.x.x] [Packages] Fix promotion jobs [skip ci] (#530)

* update dependency of promotion job

* add publish as a dependency

* [9.x.x backport] backporting https://github.com/Unity-Technologies/Graphics/pull/525 (#528)

* [9.x.x backport] Merge Hdrp/staging [Skip CI] (#544) (#545)

* [9.x.x] Merge Hdrp/staging [Skip CI] (#544)

* Delete 4052_TAA.png.orig

* [10.x.x] Update threashold of HDRP DXR 802 deferred SSS test

* Update 801_SubSurfaceScatteringDeferred.unity

* update vulkan reference screenshots 4052 / 9301

* Update upm-ci-hdrp.yml

* [9.x.x Backport]  Merge Hdrp/staging [Skip CI] (#560) (#561)

* [9.x.x] Merge Hdrp/staging [Skip CI] (#560)

* Update upm-ci-hdrp_dxr.yml

* [9.x.x backport] Merge Hdrp/staging [Skip CI] (#582) (#586)

* Enable "MSAA Within Forward" Camera Frame Setting by default when new Render Pipeline asset is created (#348)

* Fixing merge issue for SSR transparent

* Fix universal and yamato after merge.

* fixuniversal after merge

* renormalize files

* Update 9801_ShurikenLightModule.unity

* Make isEditorCameraPreview and sky public (#6147)

* Update HDAdditionalCameraData.cs

* Update SkySettings.cs

* Update 9801_ShurikenLightModule.unity

* Update HDAdditionalCameraData.cs

* Update 9801_ShurikenLightModule.unity

* Fixing ray tracing tests (#6158)

* Fixed transparent SSR for shader graph. (#6163)

* - Fixed transparent SSR for shader graph.

* changelog

* Added old graphics tests and modifications (#6143)

* Update scenes

* update blendstates

* added OSX reference images

* win reference images

* fix lit light difference

* Update blendstates-c-lit-unlit

* disable check memory alloc due to ref probe issues

* update ref images

* rename test 1709 to 1711

* rename test 1709 to 1711 - bis

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix issue with blend mode and with keyword (#6164)

* Fixed an issue with emissive light meshes not being in the RAS (#6174)

* Hdrp/pt8 (#6090)

* Added support for anisotropy.

* Tidied the code up, plus moved to correlated G term for aniso GGX.

* Added anisotropic refractive sampling.

* Disable path tracing for the shading graph preview camera.

* Added support for alpha culling.

* Fixed issue with transmission rays.

* Updated Changelog.

* Added support for punctual and directional light cookies.

* Updated Changelog.

* Added support for area light cookies.

* Fixed bug with area cookies atlas not being properly generated when
rebuilding library.

* Made sure maxDepth > minDepth always, and added support for AO from mask.

* Added support for transparent shadows.

* Updated Changelog.

* Toggling path tracing on/off does not reset iteration anymore.

* Reverted change on enable, was causing minor issues.

* Made sure we don't have transparent behaviour when shader is set to
opaque.

* Minor changes.

* Tweaks on transparency behaviour.

* Updated changelog.

* Added path-tracing specific payload.

* Added support for iridescence.

* Updated Changelog.

* Added multiple scattering compensation for specular.

* Added Path tracing test.

* PT test part 2.

* Updated Changelog.

* Added proper area light range attenuation.

* Fixed issue with alpha clipping in ray-tracing.

* Cosmetic.

* Fix on the rect area light range.

* In the editor, dragging manipulators around now resets accumulation.

* Added material dirtiness tracking.

* Does not apply intensity clamping to camera rays.

* Reste PT iteration when saving a shader graph.

* Added dirtiness tracking for acceleration structure and lights.

* Added support for bg color.

* Minor change to progress bar display.

* Minor change to iteration counter, so that it never goes over the max.

* Updated path tracing test.

* Added finer estimates of lights during global pdf computation.

* Refined light estimates during light list creation.

* Updated PT test after changes to light sampling.

* Minor change on samples count dirtiness handling.

* Cosmetic, plus include guards.

* Separated the path intersection structure from the ray tracing one.

* Cosmetic, plus taking SSS weight into account to reduce diffuse.

* Added SSS support for path tracing, and made some minor changes to the
ray-traced version.

* Minor code refactor.

* ...

* ...

* Post-merge cleansing.

* Fixed minor issues in CreateMaterialData().

* Fixed issue with test framework and resolution change.

* Avoid error msg on null instance in PathTracing.cs.

* Pathtracer new automated scenes (#6053)

* Add global GI automated test scene

* Adding transparency test scene

* Update max samples of transparency scene to 32

* Added area light test scene / Updating reference image

* Transparency scene settings + ref image

* Scene added to build (Editor build settings)

* Update tranparency image ref

* Updating scene to 1 spp and ref image

Also moving the asset to common assets folder

* Re-added support for unlit shader graph.

Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>

* Update RTSSS Screenshots (#6177)

* Fix DX12 and DXR Player build and Updating the test screenshots for DXR player tests (#6130)

* Fix DX12 and DXR Player build
Updating the test screenshots for DXR player tests

* fix shader graph case

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Update CHANGELOG.md

* Fix shader compilation issue with Vulkan and Raytracing (#6181)

* update path tracing and 1219 test

* Fix hdasset migration code not being called after a package upgrade (#6179)

* Fix the HDRP asset migration code not being called after a package upgrade

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix custom pass out of bounds (#6176)

* Fix draw renderers custom pass out of bound exception

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix PBR master node (#6182)

* Fix PBR shader render states

* Updated changelog

* Fix some typos in the debug menu (#6097)

* fix some typos

* Revert typo fix that break public API

* Changelog

* Add regenerated shader includes

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored. (#6108)

* Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored.

* Removing unwanted skip closest hit

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Diffuse Shadow Denoiser Improvement. (#5851)

* - Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder.
Added new test scenes to test the denoiser improvement

* Update changelog

* Fix an issue with the shadow denoiser grabiing data outside of the screen

* changing light parameter to internal

* Fixed a warning due to StaticLightingSky when reloading domain in some cases. (#6193)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6211)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

* Update com.unity.render-pipelines.high-definition/CHANGELOG.md

Co-Authored-By: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

* Update documentation to mention more explicitely the lack of support of vertex animation (#6207)

* Update documentation to mention more explicitely the lack of support of vertex animation

* Update Ray-Tracing-Getting-Started.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Make subsection in decal debug menu to specify "affect transparents"  (#6200)

* Make subsection in decal debug menu

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Added coverage for Enabled GPU Instanced material (#6183)

For light layers automated test

* Support cookie on light backing for Disc Area Light (#6138)

* Added support for light cookies in the baking backends.

* Updated light conversion script to reflect the latest changes made to the API.

* Added support for directional light cookie sizes.

* Added support for cookies on rectangular area lights.

* Enable Area::Disc Light on backing with cookie

* Update ChangeLog

* Update CHANGELOG.md

Co-authored-by: uygar <uygar@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp /lookdev/fix crash on adding volume as viewed game object (#6129)

* Update Volume's Layer when moving them to LookDev's stage

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add smoothness remark (#6226)

* Removed unexpected file

* Removed legacy VR code from HDRP (#5923)

* Removed legacy VR code

* do not set CullingOptions.Stereo with xrsdk

* re-add and tag previous function signature as obsolete

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Improve light clipping and culling #2 (#4711)

* Improve area light culling

* Simplify

* Clip box lights at the attenuation range

* Save 1x ALU

* Add missing feature flags

* Chanelog

Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Hdrp/fix/decal material ui errors (#6225)

* Fixed error in the console when switching shader to decal in the material UI

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix z-fighting in sceneview when scene lighting is off (#6213)

* Do not override the depth state of transparent materials in RenderDebugView

* Changelog

* Changelog - add case number

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Mention default post processing in default volumes. (#6232)

* Fix cubemap inspector so that thumbnail for cubemap work (#6231)

* Fix for missing thumbnail on cubemaps

* Changelog

* Better default angles

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix ray tracing with VR single-pass (#6242)

* - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6198)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* update location of reference screenshots after merge

* Added debug exposure to light hierarchy debug. (#6215)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (#6251)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/pt9 (#6184)

* Added support for anisotropy.

* Tidied the code up, plus moved to correlated G term for aniso GGX.

* Added anisotropic refractive sampling.

* Disable path tracing for the shading graph preview camera.

* Added support for alpha culling.

* Fixed issue with transmission rays.

* Updated Changelog.

* Added support for punctual and directional light cookies.

* Updated Changelog.

* Added support for area light cookies.

* Fixed bug with area cookies atlas not being properly generated when
rebuilding library.

* Made sure maxDepth > minDepth always, and added support for AO from mask.

* Added support for transparent shadows.

* Updated Changelog.

* Toggling path tracing on/off does not reset iteration anymore.

* Reverted change on enable, was causing minor issues.

* Made sure we don't have transparent behaviour when shader is set to
opaque.

* Minor changes.

* Tweaks on transparency behaviour.

* Updated changelog.

* Added path-tracing specific payload.

* Added support for iridescence.

* Updated Changelog.

* Added multiple scattering compensation for specular.

* Added Path tracing test.

* PT test part 2.

* Updated Changelog.

* Added proper area light range attenuation.

* Fixed issue with alpha clipping in ray-tracing.

* Cosmetic.

* Fix on the rect area light range.

* In the editor, dragging manipulators around now resets accumulation.

* Added material dirtiness tracking.

* Does not apply intensity clamping to camera rays.

* Reste PT iteration when saving a shader graph.

* Added dirtiness tracking for acceleration structure and lights.

* Added support for bg color.

* Minor change to progress bar display.

* Minor change to iteration counter, so that it never goes over the max.

* Updated path tracing test.

* Added finer estimates of lights during global pdf computation.

* Refined light estimates during light list creation.

* Updated PT test after changes to light sampling.

* Minor change on samples count dirtiness handling.

* Cosmetic, plus include guards.

* Separated the path intersection structure from the ray tracing one.

* Cosmetic, plus taking SSS weight into account to reduce diffuse.

* Added SSS support for path tracing, and made some minor changes to the
ray-traced version.

* Minor code refactor.

* ...

* ...

* Post-merge cleansing.

* Fixed minor issues in CreateMaterialData().

* Fixed issue with test framework and resolution change.

* Avoid error msg on null instance in PathTracing.cs.

* Pathtracer new automated scenes (#6053)

* Add global GI automated test scene

* Adding transparency test scene

* Update max samples of transparency scene to 32

* Added area light test scene / Updating reference image

* Transparency scene settings + ref image

* Scene added to build (Editor build settings)

* Update tranparency image ref

* Updating scene to 1 spp and ref image

Also moving the asset to common assets folder

* Fog support WIP...

* Added support for fog attenuation.

* Cosmetic.

* Set a maxSampleCount to 1 for tests only in play mode.

* Updated Changelog.

* Cosmetic.

* Take min and max depth into account for fog color.

* Make sure we are inside the light cluster when buidling light list.

* Simplified signature of RenderPathTracing() func, replaced
RaytracingFrameIndex with RaytracingSampleIndex.

* Taking max fog distance into account.

* Fog max dist part2.

* Added a new test scene for the fog

* move reference screenshots

Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Hdrp/volume debug (#6058)

* New widget DebugUI.Table

* Opened some Volume related API

* New volume debug panel

* Fixed a bug when debugging editor cameras

* Fixed table border color. Updated documentation

* Handles inactive and removed components

* Don't show deprecated volume components. Sort by name

* Revert unwanted modification

* Handle disabled volumes

* Hides volumes that don't affect the final value

* Code documentation

* Add range check

* Fix player build

* Fix volume influence detection

* Refresh display when components changes

* Fix error on player build

* Reduce popping

* Use editor camera as anchor point

* Select all layers for the scene camera

* Un-open profileRef API

* Remove ref to profileRef

* Proper component name, show text for non supported parameters

* Fix profile duplication when using volume debug menu

* Updated unsupported parameters message. Show a name as fallback if it exists

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixing HDRP_DXR_TEST not having local package at right location (#6107)

* Clearer naming of tile and cluster categories for environment lights (#6227)

* Rename Environment to Probes

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (#6267)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (#6266)

* Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. (#6235)

* Fixed an issue where a dynamic sky changing any frame may not update the ambient probe.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add XR setting to control camera jitter for temporal effects (#6259)

* add XR setting to control camera jitter for temporal effects

* cleanup unused code path

* revert changes to scenes

* Deprecate Utilities namespace (#6219)

* (case 1204677) Copied namespace Utility to UnityEngine.Rendering and made it obsolete.

* Updated changelog

* Updated comment

* Updated comment

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Remove deprecated namespace Utilities. [Requires #6219] (#6220)

* (case 1204677) Copied namespace Utility to UnityEngine.Rendering and made it obsolete.

* Updated changelog

* Updated comment

* Removal of deprecated API

* Updated changelog

* Remove deprecated api

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fix issue on thumbnail generation so that no error on new project and thumbnail are generated at first import (#6265)

* Fix issue with static preview for cubemap being called without a material initialized

* Fix the issue preventing thumbnail to be preserved upon reimport on load

* Comment

* changelog

* Change asset swap to legacy method

* comment and white line removal

* Fix for baked probe import cycle

* Added comment

* Oops missing a file

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add custom pass opaque rendering error message (#6330)

* Added an error message when rendering opaque objects with an HDRP asset in DeferredOnly mode

* Updated custom pass doc

* Updated changelog

* Fix issue of debug display variant with shader graph not compiling (#6325)

* move #define DEBUG_DISPLAY into debugdisplay.hlsl

* fix builtindata

* fix includes

* fix shader

* fix XR culling with multiple cameras (#6314)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix XR single-pass with Mock HMD plugin (#6313)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix sRGB mismatch with XR SDK (#6311)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Partial fix LookDev opened when CoreRP package reimported (#6291)

* Fix null texture usage happening on CoreRP upgrade

* Partially fix garbage collected stylesheet issue.

(Need more work on UIElement side, see case 1228706 )

* Update CHANGELOG.md

* Clean log

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/fix default volume switch (#6250)

* Fixed an issue where default volume would not update when switching profile.

* Update changelog

* Fixed an issue when setting the default volume for the first time where the hdrp asset would not be dirtied

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Reflection probe cameras are now created with the correct type (#6245)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where AO override would not override specular occlusion. (#6222)

* Fixed an issue where AO override would not override specular occlusion.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where Volume inspector might not refresh correctly in some cases. (#6252)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* render XR mirror view only for camera with no RT (#6306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Split set rendering feature set and API validity check (#6301)

* Split set rendering feature set and API validity check

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/probe scale 1219246 (#6288)

* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log

* Hdrp/fix/particle light shadows (#6111)

* Tried to fix particle light shadows

* Fixed particle shadows

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Recording of accumulation motion blur and path tracing (#6114)

* Pt and accumulation motion blur recording

Fix merge issues

Fix merge issues #2

Bugfix: accumulation with one sample

Chengelog

Don't set the fixed-time in the subframe manager - should be set in the recorder

Properly set and reset the fixed time

Updated documentation

Small fix to make physics simulation work with scaled time / accumulation mb

Post rebase fixes and disable accumulation when using only one sub-frame

* Fix post merge issues

* hdrp resources asset file

* remove duplicate code

* Move most compute shaders to use multi_compile API (#6307)

* Squashed commit of the following:

commit ed9e485efc69a7949e34f0512666d522470dc73e
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 11:47:59 2020 +0100

    Revert "Squashed commit of the following:"

    This reverts commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6.

commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 10:39:28 2020 +0100

    Squashed commit of the following:

    commit 0e1815814ce8204cfa42ae3050ba655fe769c550
    Merge: ac6809ec032 2b018dfe8a9
    Author: Sebastien Lagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:45 2020 +0100

        Merge branch 'master' into HDRP/staging

    commit 2b018dfe8a9f5f304e4b95d6279dda60f632c9dc
    Author: sebastienlagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:02 2020 +0100

        Merge Hdrp/staging (#6293)

        * Custom pass cleanup (#5507)

        * Fix custom pass cleanup issue with multiple volumes

        * Updated changelog

        * Delay discard of fragments during decal projection (#5283)

        * Delay discard of fragments during decal projection

        Metal Shading Language declares that fragment discard invalidates
        derivatives for the rest of the quad, so we need to reorder when
        we discard during decal projection, or we get artifacts along the
        edges of the projection (any partial quads get bad partial derivatives
        regardless of whether they are computed implicitly or explicitly).

        * Better re-arrangement of decal code

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update ShaderPassDecal.hlsl

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixing unnecessary memory allocations in the ray tracing cluster build and Updating the screen shots for the ray tracing tests (#5465)

        * Fixing unnecessary memory allocations in the ray tracing cluster build
        Updating the screen shots for the ray tracing tests

        * Update test scene and screenshots

        * - Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes.
        - Update and disable some tests that still  need to be updated

        * Add a counter for ray tracing frame index and update screenshots

        * Fixing the Area Shadows Denoiser Test

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change the default volume used by the ray tracing tests to make them work again (#5510)

        * Change the default volume used for the ray tracing tests, fixes the tests back.

        * Fix access to the ray tracing frame index in ray tracing ambient occlusion (doesn't change behavior)

        * Missing term in the ray tracing frame index access (#5511)

        * Fix colum headers (#5517)

        * Fix colum headers

        * Update CHANGELOG.md

        * Rename post formats (#5505)

        * Renamed the post processing format to the new convention

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed the first frame flash with auto exposure (#5491)

        * Fixed flashes with low and high exposure scenes when Automatic Exposure is in use

        * Moved postfx history reset to per-camera reset

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update DefaultSettingsVolumeProfile.asset

        * Hdrp/small enhencements for DXR (#5493)

        * Add Warning for DXR and AsyncExecution in FrameSettings

        * move restarting at end of all fix in wizard for DXR

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/update default scenes (#5485)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactoring pre-existing materials to share code between rasterization and ray tracing (#5441)

        * Refactoring pre-existing materials to share code between rasterization and ray tracing
        Update the test scene

        * update changelog

        * Changing the color of an unlit in the reflection test scene

        * review corrections

        * Fixing unlit shader graph

        * Fix specular AA related issue

        * Update the reflection test

        * Fix an issue with debug display for ray tracing shaders
        Always use ray tracing frame index 0 for ray tracing tests
        Update tests screenshots
        Update ray traced reflection test scene

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/staging thin (#5509)

        * Adding a REFRACTION_THIN model.

        * Fixed thin distance.

        * ... and fixed it.

        * Updated changelog, removed unused REFRACTION attrs from Fabric template.

        * Added a REFRACTION_THIN_DISTANCE macro.

        * Finished support for thin refraction.

        * Fixed LitTesselation (was missing thin refraction model).

        * fix issue when merging Refactoring of DoAlphaTest

        * Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. (#5555)

        * Fixing the area shadow denoised test (#5544)

        * Fix leak in Sky when matcap view (#5556)

        * skip pre render sky in matcap view

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix compilation issues of ApplyExposure on platforms that don't support VR (#5575)

        * Fix

        * changelog

        * Remove Preview from physically based sky

        * HDRP asset migration (#5580)

        * Initialize the HDRP asset version to the latest one so new assets are not migrated

        * Updated changelog

        * Hdrp/remove wind resources (#5578)

        * Remove wind resources

        Remove wind resources no longer used and containing big files

        * Update changelog

        * revert: Hdrp/update default scenes (#5485)

        * Fix issue with missing texture in test

        * Disable POM test in 1708 SG_OnSG as it is unstable

        * Add missing texture in runtime test

        * update caption for geometric normal debug in forward

        * add missing texture to runtime test

        * Create Textures.meta

        * fix SG on decal SG

        * Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. (#5577)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present. (#5582)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present.

        * Indentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass outline (#5590)

        * Fixed custom pass outline resolution screen resolution dependent

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. (#5596)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix decal orientation when created from script. (#5592)

        * Fixed all migration classes to default to latest version so that Decals created by script to get migrated.

        Fixed decal created through context menu so that they get the proper rotation convention.

        * Update changelog

        * Moved the GetEnumLastValue to TypeInfo class

        * Updated super old test scenes to the proper latest version for decals

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactor of HDCamera (accesibility mostly) [Skip CI] (#5548)

        * Refactor of HDCamera

        - Made internal/private APIs that should not have been public
        - Fixed naming convention for private members
        - Moved everything by accessibility for clarity (public, internal, then private)

        * Added Doc and returned some API public.

        * Fix visibility of Density Volumes in reflections [Skip CI] (#5589)

        * Oblique projection frustum fix, first try

        * HDCamera frustum now recalculates near and far plane to avoid issues with oblique projection matrices.

        * Update changelog

        * Added comments

        * Indentation

        * Fixed camera relative position of frustum

        * Indentation

        * Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. (#5597)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix ray tracing tests and add a test scene for lights and cookies in ray tracing (#5604)

        * expose StartSinglePass() and StopSinglePass() as public interface for XRPass (#5605)

        * Add missing custom pass API documentation (#5530)

        * Add missing custom pass API documentation

        * Fix doc spells and grammar

        * Stencil Refactor and Material migration fixes (#5581)

        * Remove leftover code

        * commit to switch machine

        * Remove hard coded stencil values in shaders

        * clear stencil

        * tmp commit, start of splitting decal in dbuffer and normal patchup

        * Make decal patching up run after GBuffer

        * Remove hardcoded value for SSS split lighting

        * Tmp commit to switch branch

        * Finalize build coarse stencil (with debug leftover and render graph NOT handled)

        * The AA bits (the easy one :-) )

        * split in two enums

        * Distortion vectors bit sorted

        * SSR bit

        * Motion vector bit

        * decals bit

        * Lighting bits

        * Use HTile for SSR

        * HTile SSS -> Incomplete, verify and test.

        * SSS fixes, but still not working (probably not HTile related, but main stencil)

        * Make decal patch normal work and remove stencil bit

        * some leftover fixes

        * was commited by mistake

        * Update materials

        * Revert "Update materials"

        This reverts commit 4a0de82ef51750b77546020d77ad6b5d773e60af.

        * Fix issues with MSAA and with migration

        * Forgot this out

        * update materials and maps

        * default materials

        * don't have SSR on unlit

        * Fix some leftovers

        * Renaming

        * Revert "update materials and maps"

        This reverts commit 103f1cb71d8fffa49b0c2ef57f1b41b36d0a3dbf.

        * Revert "default materials"

        This reverts commit 978740acd825562717a01437dcc0c74fc4cfefb0.

        * Fix migration

        * white line

        * Fix migration

        * Add render queue overide to the material placer.

        Also add PackageInfo.cs to HDRP, so the graphic tests can call it's internal methods and objects.

        * Default material post migration

        * com.unity.testing.hdrp post reimport

        * Updated materials from test

        * Disable tests that are to be updated or not needed anymore

        * Fix VFX issues  (To be fixed better by @PaulDemeulenaere )

        * Lit hardcoded default was off

        * Update VFX Test materials ( @PaulDemeulenaere for awareness )

        * Fix issue with stencil in TAA

        * Revert lighting data

        * revert light map data

        * Revert other lighting asset

        * Cleanup post processor.

        * Update DXR test material

        * Update commnets

        * Early (need testing) new migration workflow

        * Revert "Early (need testing) new migration workflow"

        This reverts commit 2db025002d66165dd00e90f5f5d3c944ed53f361.

        * Update post processor

        * Add manual option to migrate

        * Add dialog box

        Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com>

        * Push updated hdrp version in test project (#5617)

        * Push m_LastMaterialVersion update

        * Dont open dialog on yamato

        * Update test projects with recent stencil refector PR (#5618)

        * Update runtime test project

        * Create HDRPProjectSettings.asset

        * update DXR project

        * Revert "update caption for geometric normal debug in forward"

        This reverts commit 150d68279b891529be272b37f374c36b879646f4.

        * Run reimport during update (to avoid unwanted extra dialog during dialog box) (#5620)

        * Make user stencil bits public (#5616)

        * Expose bits to user

        * Update documentation

        * Update HDStencilUsage.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement history rejection based on object velocity (#5532)

        * Implement history rejection based on object velocity

        * Update changelog

        * Fix an issue with ambient occlusion denoising being broken after adding the history rejection feature
        Adding the GPU Light type for history validation and rejection

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed initial state of material created through the context menu. (#5603)

        * Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited.

        * Forgot DecalUI (for non shader graph decals)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update HDLightUI.Skin.cs

        * Cookie and planar atlas (#5518)

        * Added support for cookie atlas

        * Begin to move planar reflection into atlas

        * Added texture atlas for planar reflection probe plus a limit to on screen planar probes

        * Removed debug log

        * Fixed planar probe atlas scale issue and useless mipmap generation of the atlas

        * Refactor Texture2D atlas

        * Move ScaleBias for planar probes to a separate list

        * Fix cookie mode for directional lights

        * Added error log for non square cookie textures in the atlas

        * Fix merge

        * Fixed cookie atlas

        * Trying to fix area light cookies

        * Fixed area light cookie

        * Disable mipmap for non area light cookies

        * Added cookie atlas format control + fixed size warnings in HDRP cookie ui

        * Add resolution in Capture Settings reflection probe drawer

        * Removed warnings

        * Added the point light cookie texture array in the debug menu

        * Fix cookies in ray tracing + celestial body texture

        * Update dynamic light cookie screenshot

        * Update Animated cookie test + fix reflection probe texture format

        * Fix area light cookie

        * Update HDRP asset cookie and planar atlas sizes

        * Increase cookie atlas size for area light test

        * Simplify code

        * Fix cookie mip clamp

        * Fixed compilation and CG alloc

        * Added atlas layouting when there is no more space

        * Fix directional light cookie

        * Updated reference image of cookie area lights

        * Fix hardcoded format and cookie layout

        * Remove useless mip update

        * Fix area light cookie x flip

        * Added the debug exposure option for debug planar reflection atlas

        * reverted the fix for area light cookie x flip

        * Tried to simplify the code of the atlas

        * Update reference image

        * Added an error when max planar reflection probe on screen is reached

        * Fixed space parenthesis

        * Fixed mipmap not updated properly and area light cookie convolution temp texture format

        * Fixed atlas reset mips

        * Update tooltip and fixed cookie insertion order when there is no more space in the atlas

        * Enable exposure on cookie atlas debug

        * Fix debug overlap

        * Update reference image

        * Added migration code for the cookie atlas size and fixed point light cookie debug exposure

        * Added planar atlas size upgrade code

        * Updated planar reflection atlas message

        * Fixed resolution dependent cookie mip maps

        * Updated changelog

        * Fixed cookies for ray tracing

        * Fix cookie in the ray tracing light loop requested without being reserved

        * Clamp UV when doing the area light convolution

        * Update reference images

        * Remove debug symbols

        * Fixed area light convolution UV limit

        * Fixed half pixel clamp and updated reference images

        * Fixed planar reflection mip map edge bleeding and update reference images

        * Updated more image reference

        * Updated DXR cookie test scene

        * Fix default material transparent created with ZWrite enabled (#5621)

        * Fixed transparent material craeted with ZWrite enabled

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/fix decal gizmo mouseover (#5626)

        * Remove controlID on projection direction of DecalProjector that conflict with other handles

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/smallfixes lookdev (#5619)

        * Fix zoom being stuck around 0

        * fix crash forbiding view manipulation while using directly hdri without passing by an environment

        * Fix hitch in FPS displacement mode

        * Fix when user destroy the EnvironmentLibrary being used.

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Mask was never set for some debug pixel deferred shaders [Skip CI] (#5627)

        * Mask was never set

        * changelog

        * Added comments

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed an issue where creating decals at runtime could cause a null reference exception. (#5594)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Make APIs internal when they should be - 1 - [Skip CI] (#5531)

        * First pass of making APIs internal when they should be.

        * Indentation

        * Compilation fixes + review feedback.

        * Make APIs internal when they should be - 2 - [Skip CI] (#5533)

        * First pass of making APIs internal when they should be.

        * Indentation

        * WIP

        * Missing file

        * More

        * Revert some changes based on review feedback

        * Compilation fix

        * Compilation fixes + review feedback.

        * Updated HDUtils accessibility

        * More editor internals.

        * Better (not hardcoded) stencil handling in VFX (#5624)

        * Stencil update for vfx

        * Fix issues

        * fix missing templates

        * Avoid displaying material upgrader dialog on new project (#5631)

        * Don't run dialog on new project creation

        * skip only on first creation

        * Check file existence before showing dialog

        * typo

        * Push test materials after ZWrite PR (#5632)

        * Update HDRP_Test project

        * Update DXR test assets

        * Update run time tests

        * Discard invalid pixels when doing deferred lighting in compute (for camera stacking) (#5339)

        * Discard invalid pixels when doing deferred lighting in compute (as required for camera stacking)

        Small comment modification

        Update changelog

        * Use stencil buffer (instead of normals) to discard pixels in deferred compute

        * Remove not required if statement when binding the stencil

        * Small fixes to API visibility. (#5637)

        * Fixed some more public APIs to internal.

        * Made hasCustomRender public again.

        * Moved the tier defining from the asset to the concerned volume components. (#5519)

        * Alpha post-processing bugfixes and improvements (#5512)

        * Bug fix for post processing alpha with chrommatic aberation + minor fixes

        * Avoid double blending in DOF

        * Unit tests for alpha post-processing (TAA/DoF)

        Vulkan test images

        Vulkan meta files

        * Fix runtime tests (#5639)

        * Update runtime test screenshots

        * Update planar resolution

        * Add test (#5641)

        * fix material and project settings for VFX (#5642)

        * Revert change to GBuffer (normalbuffer usage) as it broke the raytracing code

        * Fix various issues with time and animated materials (#5480)

        * Fix various issues with time and animated materials

        * Changelog

        * Add getters

        * Only update time once per frame

        * Fix animation in reflection

        * Fix null ref exception

        * Re-applied code after impossible merge.

        * Comment change

        * Remove commented code.

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix graphic test (#5651)

        * renaming test 1901 -> 1451 and 1709 -> 1710

        * Update EditorBuildSettings.asset

        * Update 1710_Decals_Normal_Patch.png

        * update screenshots

        * update scene backgroud

        * Update manifest.json

        * Update decal patch screenshots

        * update 4052_TAA

        * Changing the tier system for a preset mode system and removing unnecessary options (#5646)

        * Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode)

        * Update the scene scenes

        * Update changelog

        * Fixing an instability with the light shadows in ray tracing

        * Update to light explorer (#5615)

        - Fixed SkyType display when no Visual Environment is present
        - Changed fog display to reflect the updated fog system
        - Changed Global to "Mode" as it is in Volume UI now.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 1710_Decals_Normal_Patch.png

        * disable TAA test for XR

        * Hdrp/add documentation tool (#5655)

        * Add the documentation tool to HDRP test project

        * Fixed window serialization

        * Update the documentation for the diffusion profile (#5654)

        * Update the documentation for the diffusion profile

        * Update Diffusion-Profile.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add missing hdlight api (useVolumetrics) (#5652)

        * Add missing API to the HDAdditionalLightData

        * Updated changelog

        * Global Settings API doc. (#5649)

        * Fog Volume Component API doc. (#5645)

        * Debug Display API doc. (#5643)

        * Color picker API doc.

        * FullScreen Debug API doc.

        * Decal debug API doc

        * False Color debug API doc

        * Lighting Debug API doc

        * Material Debug API doc.

        * DebugDisplaySettings API doc.

        * Restored contact shadow fade debug.

        * API documentation for sky related classes. (#5640)

        * API documentation for sky related classes.

        * Document the PBR sky

        * Hdrp/small wizard fixes for dxr (#5633)

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Forbid to atmpt creating default scene if the hdrpAsset is not right (we depend on its resources)

        * Update CHANGELOG.md

        * Add OS and Hardware check in wizard for DXR

        * Update CHANGELOG.md

        * Fixe typos

        * Add missing check on Shadows

        * Update Documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Documentation (#5613)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass disable stencil (#5545)

        * Disable the strencil in custom passes when overwriting the depth and not writing into it

        * Updated changelog

        * Rephrase doc

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add option to exclude camera motion contribution from motion blur (#5656)

        * Remove camera component from motion blur if desired

        * changelog

        * Documentation update

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement Semi-transparent Shadows for Point and Spot lights (#5490)

        * Make the shadow behavior for  transparent and transmissive objects more intuitive.

        * Update changelog

        * Implementing semi transparent ray traced shadows for point and spot light
        Adding a test scene for both cases
        Moving contact shadow ray tracing code to a seperate file
        Changing the direction of contact shadow rays to be coherent with the other shadows

        * update changelog

        * Update the test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix shader warning in termporal AA

        * Support semi-transparent shadows for unlit shader and unlit shader graph (#5663)

        * Not doing ray tracing when the stencil bit is off for ssr (#5665)

        adding a test case for it

        * Restored serialization of deprecated parameters to fix migration. (#5666)

        * Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. (#5662)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Updated HDRP documentation (#5664)

        * Updated HDRP asset doc

        * Update the upgrade guide for cookies and planars

        * Added warning in the material sorting priority doc for depth write

        * Added a section about surface option properties for ShaderGraphs

        * Fix link name

        * Alpha output documentation (#5658)

        * Update documentation for HDRI-Sky-Backplate (AO) (#5670)

        * Avoid MRT Clear on PS4 [Skip CI] (#5675)

        * Avoid MRT Clear on PS4

        * changelog

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change name of option (#5681)

        * More code share between inspector materials  (#5635)

        * Share stencil code for inspector materials (Akin to what happens in shadergraph)

        * changelog

        * Add comment and fix issue

        * Better handling of setting state (if not available, don't write it)

        * Update BaseLitGUI.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Expose alpha cutoff material for ShaderGraphs (#5667)

        * Expose alpha clip to material UI for ShaderGraphs

        * Updated changelog

        * Replace #if by #ifdef

        * Fix debug menu bitfield (#5683)

        * Fixed runtime debug menu bitfield controls

        * Updated changelog

        * Hdrp/update default scenes (#5634)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * fix missing profile in default scene dxr

        * Update CHANGELOG.md

        * Fix missing HDRI Sky references in DXR new scene

        * Fixed VFX Tests Default volume profile

        * Changed Default Volume settings to an empty one.

        * Missing volume asset files + update manifest and meta

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * - Fixed the radius value used for ray traced directional light. (#5682)

        - Fixed compilation issues with the layered lit in ray tracing shaders.
        - Changed the way the length parameter is used for ray traced contact shadows.
        - Added contact shadow test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fixed XR autotests viewport size rounding (#5684)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Material samples bis (#5686)

        * Add ball

        * update Material samples #5638

        * Update CHANGELOG.md

        * Remove unused version property from Material

        * Updating the documentation for ray tracing (#5680)

        * Updating the documentation for ray tracing

        * review corrections

        * Fix mip slider reflectionprobe (#5689)

        * Remove the slider knob when the reflection probe preview has no mipmap

        * Updated changelog

        * edit VR documentation (#5685)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Better directional PCSS blur handling (#5688)

        * Use correct penumbra calculation for directional.

        * Update visual test

        * Need cleaning uo

        * Cleaning

        * screenshot update

        * Small cleanup

        * typo leftover

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 001-HDTemplate.png

        * Adding the initial implementation of sub-surface scattering (#5625)

        * Initial implementation of ray traced sub surface scattering
        Added a test scene for ray traced sub surface scaterring

        * Update changelog

        * Updating the tests

        * Update 8103_PrePostPass.unity

        * Remove unnecessary skip of material upgrade dialog box. (#5692)

        * Remove unnecessary skip of material upgrade dialog box.

        * Update changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix warning after metal fixup (#5704)

        * Various API doc update. (#5705)

        * Various doc + FrameSettings WIP

        * Finished frame settings API doc and added various other missing doc.

        Also made internal wrongly public API in HDRP

        * Fix density volume blend distance (#5698)

        * Fixed adjusting positive axis of Blend Distance slides the negative axis

        * Updated changelog

        * edit VR doc (#5699)

        * Hdrp/wizard update vr installation (#5706)

        * Add installatation checker in UsedPackageRetriever

        * Add PackageInstaller

        * Add better control on the displayed HelpBox

        * Update VR fixes

        * fix typo

        * Move Install Config Package Button above with HDRP Package info

        * Update CHANGELOG.md

        * Update documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Removing unused alpha threshold depth prepass and post pass for fabric shader graph (#5711)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix default volume profiles location (#5710)

        * Ray traced reflection smoothness fade and fallback fixes. (#5700)

        * Fix fall back for ray traced reflections when denoising is enabled
        Make Smoothness Fade start work with ray traced reflections
        Fix the blend of reflections based on the weight
        Add the contact shadow test scenes back

        * Change the name of the weight function and add it to all shading models

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix iridescence color space (#5691)

        * Fix iridescence color space

        * Fixed compilation and updated test screenshots

        * fix test

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

        * Fix Terrain Detail Mesh (stop to spam) [Require C++ PR] (#5690)

        * disable support of Terrain Detail

        Fix for error spam issue in HDRP: https://fogbugz.unity3d.com/f/cases/1211848/

        * Update CHANGELOG.md

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        * [Waiting for C++] Disable probes in renderers (#5648)

        * Disable probes section in the Renderer editors

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Merge Hdrp/fix/case 1210058 to master (#5612)

        * Fix for 1210058 - NaNs at certain view angles

        Issue is caused by NaNs/INFs when computing basis on extremely thin (subpixel-width) geometry.  Putting some safeguards fixes the issue

        * Update CHANGELOG.md to reflect 1210058 fix.

        * Updated fix for issue #1210058

        Overwrite the UVs to fix the derivatives.

        * Updated fix for issue #1210058

        Make sure the UVs are zero if unused to fix the derivatives.

        * Undo last.change -- UV fix addresses NaNs

        Zeroing the unused UV1 channel on the material seems to do the trick.

        * Changelog adjustments to be moved

        Current version puts everything in HDRP, so there is no change in core.

        * Update CHANGELOG.md

        Reflect fix for NaNs

        * Fixed UV1 for lightmaps and detail maps.

        * update comment

        * Update NormalSurfaceGradient.hlsl

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Minor code cleanup

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluter, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. (#5732)

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering.

        * udpate changelog

        * Implementation of ScreenSpaceReflections for Transparent materials (#4968)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix HDRP duplicated frame settings (#5850)

        * - Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. (#5749)

        - Fixed a bug related to ray traced area light shadow history.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix cookie index usage (#5871)

        * Hdrp/merge staging (#5943)

        * fix case 1205791 custom mesh issue (#5551)

        * fic case 1205791 custom mesh issue

        * Updated changelog

        * Added a call to Dirty() (#5420)

        * Added a call to Dirty()

        * Updated changelog

        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * Fix shadergraph analytics. (#5912)

        * Fix analytics.

        * Added changelog

        * Fix for case 1200161 Save as subgraph issue (#5503)

        * Fix for case 1200161

        * Edited CHANGELOG.md

        * Added comment to the code

        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * fix for unreported keyword bug (#5863)

        * Fixed fogbugz case 1197958 (#5671)

        * * Fixed fogbugz case 1197958.

        * * Updated CHANGELOG.md.

        * * Added spacing.

        * Added #if ENABLE_VR && ENABLE_VR_MODULE guard to XR code.

        *  Added Logic to Inject render pass to base renderer (#5901)

        *  Moved render pass injection code from Forward Renderer to ScriptableRenderer to be able to use for all renderers.

        *  added changelog
…
PaulDemeulenaere pushed a commit that referenced this pull request Nov 20, 2020
* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator
julienf-unity pushed a commit that referenced this pull request Jan 15, 2021
* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator
sebastienlagarde added a commit that referenced this pull request Jan 17, 2021
* Fix Event connected directly to Output Event (revival) #154

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...)

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Added excludeFromTAA setting to VFX outputs

* Fix Custom Spawn serialization (#132)

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* Sample Point Cache operator (#92)

* Fix Case 1223747 - NaN caused by normal bending (#181)

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Update HDRP project assets

* Change VisualEffect inspector "Edit" button to "New" when no asset is set

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of …

* backout update gradien test

* Update ref images + deactivate test 26

* update URP assets

* DEactivate test 32 + clean ribbon template vfx

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com>
Co-authored-by: Thomas Iché <thomasi@unity3d.com>
Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
sebastienlagarde added a commit that referenced this pull request Jan 23, 2021
* Fix Event connected directly to Output Event (revival) #154

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...)

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Added excludeFromTAA setting to VFX outputs

* Fix Custom Spawn serialization (#132)

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* Sample Point Cache operator (#92)

* Fix Case 1223747 - NaN caused by normal bending (#181)

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Update HDRP project assets

* Change VisualEffect inspector "Edit" button to "New" when no asset is set

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of …

* backout update gradien test

* Update ref images + deactivate test 26

* update URP assets

* DEactivate test 32 + clean ribbon template vfx

* Fix 1290493 - Spaceship specific warnings (#176)

* Fix regression from #176

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com>
Co-authored-by: Thomas Iché <thomasi@unity3d.com>
Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
pastasfuture pushed a commit that referenced this pull request Mar 15, 2021
* Fix Event connected directly to Output Event (revival) #154

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...)

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Added excludeFromTAA setting to VFX outputs

* Fix Custom Spawn serialization (#132)

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* Sample Point Cache operator (#92)

* Fix Case 1223747 - NaN caused by normal bending (#181)

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Update HDRP project assets

* Change VisualEffect inspector "Edit" button to "New" when no asset is set

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of …

* backout update gradien test

* Update ref images + deactivate test 26

* update URP assets

* DEactivate test 32 + clean ribbon template vfx

* Fix 1290493 - Spaceship specific warnings (#176)

* Fix regression from #176

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com>
Co-authored-by: Thomas Iché <thomasi@unity3d.com>
Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Impossible added a commit that referenced this pull request Apr 19, 2021
* [HDRP] Fix issues with GenerateMaxZ when opaque object or decal frame settings is disabled (#2518)

* Bind black texture if opaque is disabled.

* Fix decal issue

* Same as generateMaxZ issue with decals but on RTR now.

* Fix mb vel prep

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix button Bake with Reflection Probe in custom mode (#2525)

* Fix bake mode of reflection probe custom

* Update CHANGELOG.md

* HDRP Default Frame settings under “Light Loop Debug” tab don’t have tooltip (#2528)

* [CI] Updated .ymls to new revision

* [HDRP] Remove input system package from template

* [10.x.x] Fix issue causing materials to upgrade multiple times (#2512)

* Assume missing material version to be UniversalProjectSettings.materialVersionForUpgrade

* Update change log

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* [Universal|Bugfix] Camera inspector requests current URP asset (#2514) (#2534)

* Get the current pipeline asset, rather than the one in graphics settings

* Update Changelog

* changed addiional usages of graphics settings vs current asset

* revert the shaderpreprocessor changes
# Conflicts:
#	com.unity.render-pipelines.universal/CHANGELOG.md

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* [10.x.x backport] Backported DOC PR #2010. (#2497)

* Backported DOC PR #2010.

* Added more detailed instructions on how to configure post-processing. Added extra info on Volumes, rewrote confusing info on Volumes.

* Some minor editions.

* Added parallax mapping to What's New. (#2541)

* Added parallax mapping to What's New.

* Edited the reference to heightmap.

* Added the What's new 10.2 page, added known issues. Added the link to… (#2473)

* Added the What's new 10.2 page, added known issues. Added the link to What's new on the landing page.

* Added VFX Graph to the Particle known issue.

* Fixed exceptions related to the debug display settings when changing the default frame settings. (#2533)

* Added documentation for LODs not being supported by ray tracing. (#2535)

* resave eye related materials. (#2532)

* Change how camera motion vector clamp works in Motion Blur (#2522)

* Use proper matrix to compute camera motion vector

* Add multiple modes of camera clamp

* Change UX a bit

* Doc

* Upgrade guide + changelog

* Fix the GC allocs

* Doc update

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [VFX] Fix orient error feedback failing in subblocks (#2544)

* Fix orient in subblocks

* Improve exception message

* Fix suitableContext for subblocks not being serialized

* Fix subgraph not being sanitized at import

* [CI] Updated .ymls to new revision

* Run upgrader on default mats (#2538)

* [URP] backport hdr toggle sceneview (#2521)

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* [10.x.x][backport] Multiple yml backports (#2517)

* [Yamato] Redo metafiles with utr flags (#2193)

* replace all 2020.2 with 2020_2 in ymls

* Revert manual underscore changes for versions

* [Performance] New performance jobs (#2455)

* Add build test jobs for Windows and Android
* Add playmode editor job for Windows
* Rename yamato jobs to reflect that the api comatibility level is using whatever the project default is

* [Yamato] Fix cmd line args for graphics API (#2437)

* delete "SetupProject" from URP project

* Fix API and colorspace templates for job builder

* update GTF to 7.6.0-preview

Co-authored-by: tomzig16 <tzigmantavicius@gmail.com>

* backport 2540

* add rest of python changes from clean master copy

Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>

* [CI] [2020.2] Updated latest editors metafile

* Disable subblocks space conversion (#2567)

* space fixes in subblocks (no more conversion happens)

* Nicify subgraph names

* update changelog

* Fixed custom pass null reference exception in draw renderers custom pass (#2559)

* Fixed fullscreen pass help box height (#2560)

* 10.x.x/universal/backport 2513 (#2536)

* Removing some gamma space only code

brings bloom closer aligned between linear and gamma colourspaces

* Added changelog

# Conflicts:
#	com.unity.render-pipelines.universal/CHANGELOG.md

* Remove material pass evaluation for probe volumes + fix probe volume debug views when rendergraph (#2545)

* Set HDRP tests timeout to 500s (#2561)

* Fixed picking for materials with depth offset (#2573)

* [HDRP] Fix issue with previous frame exposure texture being not null, but containing garbage (#2574)

* Consolidated ray tracing documentation to make blue book links point to reference documentaiton (#2575)

* Refactored ray traced reflections doc

* Refactored ambient occlusion doc

* Simplified the ray-traced shadows documentation

* Consolidated GI doc

* Fixed some references to the wrong rt effect

* Minor fixes

* Added ssgi/rtgi disclaimer

* Update Ray-Traced-Contact-Shadows.md

* Update Ray-Traced-Contact-Shadows.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Remove material pass evaluation for probe volumes + fix probe volume deb…

* [CI] [2020.2] Updated latest editors metafile

* [HDRP] Fix crash on Mac and Vulkan with Volumetric with overflow (#2580)

* fix

* test

* Update VolumeVoxelization.compute

* add comment

* Bugfix for LitProperties compilation error in hybrid: Shader error in 'HDRP/Lit': undeclared identifier 'unity_DOTSInstancing_F4_Metadata__MetallicRemapMin' (#2576)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

* [HDRP] Fix issue when changing FoV with the physical camera fold-out closed (#2570)

* Fix issue when changing FoV with the physical camera fold-out closed

* Remove redundant ( )

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [HDRP] Physical DoF: fix tiling artifacts, switch to blue noise sampling, add anamorphism support (#2578)

* switch to blue noise sampling, fix lod selection

* shader cleanup

* Fix tiling artifact from very high search radius

* Reduce light leaking with depth test

* Enable the non-uniform weights again

* Add support for anamorphism

* Add define for stratification

* Clean-up unused shader code

* Shader clean-up 2

* Reduce max allowed radius range

* Remove unused code

* Update changelog

* Update comment

* update gtf for com.unity.testing.. to 7.6.0-preview (#2586)

* backport of material alpha cutout issue (#2531)

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* Fix PS4 build (#2594)

* Use the raytrace sampling include instead of the path tracing one

* Avoid using sample keyword as variable name

* Bump version to 10.3

* Hdrp/fix uitoolkit stylesheet loading (#2472)

* bump min version to 2020.2.b12

* Add validation exception for Documentation version - change to 10.3.0 package

* New reference image for test with cpu gradient sampling (#2638)

* [CI] [2020.2] Updated latest editors metafile

* [Backport] [Fix] case 1290628 : Memory leak when selecting/deselecting forward renderer asset (#2645)

* Destroy Editors when deselecting forward renderer asset or resizing list to avoid leaking memory

* Update changelog

Co-authored-by: hedvig <hedvig.axelsson@unity3d.com>

* 10.x.x/backport/yamato/misc fixes (#2656)

* backport 035e8fc (#2571)

* backport c378748 (#2572)

* [Performance][URP] Specify Boat Attack revision when cloning (#2590)

* backport 8841bc3 (#2604)

* backport 8e87ec2 (#2639)

* [Performance][URP] bug fixes (#2625)

* Update bokken image for Linux tests (#2654)

* [ShaderGraph] [URP] Additive blending should fade with alpha (#2360) (#2456)

# Conflicts:
#	com.unity.render-pipelines.universal/CHANGELOG.md

* [Backport 10.3] [ShaderGraph] [bugfix 1283902] Pull textures into Export Package even if not sampled by shader (#2466)

* Cherry-pick to 10.x.x of squash-merge of 'sg/fix/1283902' into master

# Conflicts:
#	com.unity.shadergraph/CHANGELOG.md

* Cherry-pick fix for URP test breakage : 24cf730 - Fix to address warning 0649 for projects that enable it

# Conflicts:
#	com.unity.shadergraph/CHANGELOG.md

* Post-processing docs move (#2619)

* Moved post-processing toc entries and added an effect list document

* Update post-processing-effect-list.md

* Added link to lighting window (#2624)

* Added arnold standard surface and 3ds physical material shader (#2626)

* Added standard surface page and images

* Added exposed property snippets

* Added snippet links to standard shader doc

* Added physical shader and supporting property snippets

* Added toc entries

* Fixed ordering and first set of missing entries

* Updated transparency snippet

* Added missing shader properties

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Updated steps for enabling recursive rendering (#2661)

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Fix XR single-pass rendering with builtin shaders (TMP) #2605

* Fixed links and tooltips (#2658)

* Updated tooltips

* Added md links to toc to stop false positives in validation

* Fixed some malformed links

* Fixed malformed links in AOV, Alpha output, HDRP Asset, and Light docs

* Added qualifications to fade distance tooltips

* Removed duplicate md extensions

* Fixed batch of malformed and ill-defined links

* Fixed more links

* Fixed more links

* Fixed render graph links

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* HD template update (#2640)

* removed all spaces from asset names, added reflection probe proxy volumes, tuned some screenshot camera positoins

* adapted some reflection proxies

* updated probe proxies

* reenabled dynamic rescale for punctual lights, tuned scalability volume quality settings for low/med/high, added dedicated proxy volumes for all reflection probes, updated some cameras for the marketing shots

* full rebake, updated unity sphere prefab to play nice with timeline

* updated cutscenes

* disable timelines, enable render graph, medium settings

* updated camera 6 for screenshot

* minor tuning of volumetric scalability settings, slight reorientation of a lamp to avoid artifacts in the reflection

* fixed the bound of a reflection probe to avoid RT-related issues

Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com>

* Fixed some labels clipping in the Render Graph Viewer (#2628)

* Fixed label of the last pass being clipped on the right.

* Resource labels are now sized according to resource type names ("Texture Resources", "Compute Buffer Resources" etc)

* Update changelog

* Added a margin on the left of resource label.

* [10xx] Backport git hooks refactor (#2682)

* Refactor git hooks (#2671)

* Add pre-commit (local repo & rev)

* Remove old hooks system

* Add hooks setup script

* Add format-code hook

* Update hooks repourl and revision

* Update repo rev.

* Update Tools' readme

* Single source of truth for documentation

* Update hooks to 8dd46b5

* Fix readme

* Default stages hooks

* Add github cds permission check during install

* Update to latest gfx-automation-tools revision

* Remove reformat hook (not required on 10xx)

* [Backport][10.x] sg/fix/1286430 (#2587)

* Avoid the system 'AppendLine' during generation and serialization
    The system call uses the local environment newline which can cause
    problems when sharing shadergraph files between Windows and other
    systems.  This makes the newline explicitly "\n".

* Update changelog to reflect the line ending fix

* Fix line ending comparison issue (#2660)

This test is written using implicit line endings
    (embedded in the reference result strings).  This
    means that git will convert line endings to local
    platform specific endings when fetching from the
    remote, and the tests will never pass on Windows.
    Explicitly replace Windows-style line endings with
    Unix line endings for the comparison.

* Backport of #2052 (#2717)

* Merge 10.x.x/hd/staging (#2724)

* Fix missing Doc for SSR on HDCamera #2714

* Added information about draw instanced limitation (#2697)

* Fixed Volume duplication in hybrid workflow (#2616)

* Volume Manager now always tests scene culling masks

(required by hybrid renderer workflow)

* Update changelog

* Fixed changelog

* Adding new Lit Iridescence graphic test (#2648)

* Add 1223 irirdescence scene test

* Proper order of Build settings scenes

* Added reference image

* Refactor

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* [HDRP] [PathTracer] Code refactor for Path Tracing and SSR (#2481)

* Compute volumetric distance fade in light data for ray tracing.

* Factored code used to solve quadric equation.

* Code refactor.

* Re-added a shorter version of a simplication comment for SSR.

* Merge Hd/bugfix - Set of bugfix for 10.3 (#2681)

* Update CHANGELOG.md

* Fix shadow test not suppose to be executed on 10.x

* Fixed an inconsistent behavior between RT Area shadows and Shadow maps when shading a transmission fragment. #2547

* Fixed an issue where a warning about the static sky not being ready was wrongly displayed. #2727

Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
Co-authored-by: Rémi Chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>

* [HDRP] Fix changelog

* [HDRP] Fix Changelog - bis

* - Fixed the clear coat not being handled properly for SSR and RTR (case 1291654). (#2598)

- Fixed ghosting in RTGI and RTAO when denoising is enabled and the RTHandle size is not equal to the Viewport size (case 1291654).

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [ShaderGraph] [Backport 10.3] Fix texture associated state (samplerstate, TexelSize) for subgraphs, CFNs (#2577)

* Add ST to texture params

* Working with Universal / Texture2D (but not CFN yet)

* CustomFunctionNode Texture2D working, allows full bare/non-bare selection of types, warns when using bare output types

* Started on Cubemap/Array/3D

* Partial fixes fore 3d/array/cubemap

* Fix for texelSize node

* Texture2D nodes all working

* Fixes for cubemap nodes, Texture2DArray nodes, Texture3d nodes

* Fix for HDRP

* Fixes for GLES2

* Fixes for NormalFromTextureNode, Texture2dAssetNode

* Added SamplerState handling, cleaned up code to remove macro usage

* Fix for ParallaxOcclusionMappingNode

* Fix for NormalFromTextureNode, cleanup, adding changelog

* Fix for old Texture2DArray and Texture3D inputs to CustomFunctionNodes

* Fix for ParallaxMapping and Triplanar nodes handling of SamplerState types

* Cleanup, removing unused code and _ST values (for now)

* Fix samplerstates on SampleRawCubemap and SampleTexture2DLOD nodes

* Fix for VFX support, additional cleanup

* Fix for decals

* Fix for tests

* Fix VFX path generation issues with textures

* Improved backwards compatibility, added graphics tests, addressing feedback

* Fix for GLES2 compilation

* Fix for OpenGL Core

* Adding GLCore support for LOAD_TEXTURE3D and LOAD_TEXTURE3D_LOD

* Fix for consoles

* Disallow creating v0 of custom function node (which will upgrade incorrectly when saved/loaded)

* [HDRP] Added a new test that runs VT in forward MSAA mode (#2370)

* Added a new test that runs VT in forward MSAA mode

This was broken and apparently was recently fixed but the tests never caught this.

* Wrap VT downsample compute shader in profiler scope

This avoids the compute shader showing up alone in the frame's root. On request from QA.

* Add testcases for VT with motion vectors disabled.

We're interested in testing this in particular because this changes the MRT bindings.

* Add new scenes to the build settings

* Add DX11 Ref images

* Add Vulkan & DX12 ref images

* Refactor VTBufferManager.cs

* update linux/Vulkan screenshots

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* [HDRP] [PathTracing] Rigid animations now trigger PT dirtiness.

* Add new eye scene in material samples (#2704)

* New eye scene

* Reduced texture and scene footprint

* Reducing iris texture size to 512

* Added probe, material correction and diffusion profile

Diffusion profile is now assigned and not hardcoded in the graph

* Setup probe as OnEnable

* Checked iris normal to true in the SG

* Import iris normal as normal map.

* [HDRP] Fix alpha output when atmospheric scattering is used (#2736)

* Fix alpha output when atmospheric scattering is enabled.

* Update comment

* Update docs

* Use the blending mode of the alpha channel to preserve alpha, instead of colomask

* Update OpaqueAtmosphericScattering.shader

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix Iris normal disabled on eyes graphic tests (#2737)

* Fix iris normal on eyes graphic tests

* update DXR reference image

* Revert "update DXR reference image"

This reverts commit 24902138397fc70e8e389130ee0e1a3cdb4b39fc.

* update reference image for DXR test

* Update HDRP reference image

* Update 1101 screenshot that used an asset that has been modified

* Updated steps on how to enable the debug window in development builds on mac (#2738)

* Updated steps on how to enable the debug window in development builds on mac

* Updated mac specific navigation data

* Update Render-Pipeline-Debug-Window.md

* Tentative workaround for infinite loop on Mac (#2756)

* Tentative workaround for infinite loop on Mac

* Making sure we are exiting forloops on Metal in Volumetrics

* Update VolumeVoxelization.compute

* Update VolumetricLighting.compute

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Update Upgrading-To-HDRP.md (#2761)

* Update documentation for new eye material sample addition (#2770)

* mention eye scene in material sample documentation

* Update HDRP-Sample-Content.md

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix GetSamplePosition for Metal in Build Light list #2730

* [HDRP] Merge hd/bugfix #2787

* Fix Quality Settings Behavior for Raytraced Modes (RTR, RTGI) #2791

* Added the possibility to disable distance based roughness for reflection probes. #2641

* HDRP template - use cinemachine 2.6.3

* [HDRP] Update manifest of hd template to cinemachine 2.6.3

* [HDRP] Update test scene Distance based Roughness

* [Yamato][10.x.x] Set editor pinning update to run before nightly (#2800)

* Run nightly at 1am, editor pinning update at 23pm

* [HDRP] Update changelog with 10.2.1

* [10.3] [HDRP] [bugfix 1292501] - Ensure all passes request the DiffusionProfile for SRP batcher compatibility (#2789)

* Fix for 1292501

* Adding changelog

* [ShaderGraph] [10.3] custom function node name reflects custom function (#2664)

* custom function node name reflects custom function

* Updating to append (Custom Function) to the node name

* Updating doc images

* Adding changelog

* Add better generated message and regenerate hearder (#2831)

* [Yamato][10.x.x] Disable editor pinning, add green revisions (#2842)

* [Yamato] Disable editor pinning ABV dependency (#2778)

* make editor pinning abv dependency toggleable per editor

* drop trunk abv dependency for editor pinning

* Fix update revisions script timestamp updates and empty commits

* [Yamato] Store green revisions per jobs (#2807)

* add job to store green revisions

* Add 7am trigger to green revision job

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* Tentative fix freeze mac (#2858)

* Merging improvement Hdrp template 2020.2 #2847

* update preview and documentation (#2859)

* [CI] [2020.2] Updated green project revisions

* [10.x.x] Misc. SDET backports (#2844)

* Cherry pick 713b6f1

* Cherry pick 3a976b6

* Cherry pick ed6a8d7

* [Yamato] Allow multiple UTR calls per job (#2703)

* change repeated utr calls

* change repeated utr

* update docs for repeated utr runs
# Conflicts:
#	.yamato/config/__shared.metafile
#	.yamato/config/universal_perf_boatattack.metafile
#	.yamato/ruamel/jobs/projects/commands/android.py
#	.yamato/ruamel/jobs/projects/commands/iphone.py
#	.yamato/ruamel/jobs/shared/utr_utils.py
#	.yamato/urp_performance_boatattack-android-opengles3.yml
#	.yamato/urp_performance_boatattack-android-vulkan.yml
#	.yamato/urp_performance_boatattack-iphone-metal.yml

Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
Co-authored-by: Liis Kivistik <liis.kivistik@unity3d.com>

* Bump Graphics Test Framework version (#2862)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* Update all hdrp and VFX screenshots after fix shadow cascade PR ladned. (#2871)

* d3d11 / d3d12 HDRP

* linux / win  / vulkan HDRP

* hdrp DXR

* VFX HDRP / URP

* [HDRP] Fix changelog

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [Performance] Fix players path (#2884)

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [10.x.x] Introduce concept of falling back textures to black in rendergraph + ReadWrite tag (#2866)

* Fallback + readwrite

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/SSGIDenoiser.cs
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManagerDirectional.RenderGraph.cs
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadowManagerPunctual.RenderGraph.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDDiffuseShadowDenoiser.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDReflectionDenoiser.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDSimpleDenoiser.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDTemporalFilter.RenderGraph.cs

* Move validity to resource instead of handle

* Revert spacing change

* Review comments

# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs

* Remove unnecessarry macro (#2835)

* [HDRP] Fix Linux Vulkan reference screenshots

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [10.3] [ShaderGraph] Preview Mode Control (#2814)

* Preview Mode is now overrideable on each node

* Subgraph Assets can control their default PreviewMode, also changing "default" to "inherit"

* Fixing custom function node drawer so users can change preview and precision modes on it

* Adding changelog

* Fix graph preview mode undo/redo, make interface internal

* Fix for "API" breakage (these should not be public, change in 11.x)

* [ShaderGraph] [10.3] [bugfix 1268134] Fix graph inspector property row scaling (#2827)

* Fix for inspector scaling

* Adding changelog

* Fix for USS parsing (apparently it doesn't like strings sometimes, 0 is equivalent in behavior)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* Reactivate hdrp osx playmode in the HDRP_ABV job (#2910)

* Reactivate hdrp osx playmode in the HDRP_ABV job

* Backport  #2865 (change python3 path)

* [HDRP] Update Metal screenshots

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Revert "[HDRP] Update Metal screenshots"

This reverts commit 168c17737a8eb402af71415e474b21e09564da51.

* [CI] [2020.2] Updated latest editors metafile

* backporting (#2896)

Co-authored-by: Esmeralda Salamone <esmeralda.salamone@unity3d.com>

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [10.x.x] backport of #2147 renderer list select (#2774)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [10.3][Shader Graph] Fix Custom Function Node Upgrade Errors (#2981)

* add null guards for missing parent nodes

* Update CHANGELOG.md

* [CI] [2020.2] Updated latest editors metafile

* Backport of branch 'sg/fix/1299830' (0b81a72) (#2969)

# Conflicts:
#	com.unity.shadergraph/CHANGELOG.md

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [SRP] Uniformise all ShaderGraph/SubShaderGraph and FBX extension to be lower case (#2986) (#3076)

* change extension to lower case

* change extension to lower case

* [HDRP] Backport set of HDRP for 10.3 (#3080)

* [HDRP] [Path Tracing] Added proper computation of geometric normal #2692

* Added a slider to control the fallback value of the directional shadow when the cascade have no coverage. #2722

* Now reflection probes cannot have SSAO, SSGI, SSR, ray tracing effects or volumetric reprojection. #2755

* [HDRP][Path Tracing] Fixed issues with path-traced volumetrics (light anim dirtiness, truncated volume shafts) #2771

* Avoid issues causing faulty transitions in shadows (resulting in no shadows with unconventional aspect ratio) #2776

* [11.x] [HDRP] [bugfix 1292501] - Ensure all passes request the DiffusionProfile for SRP batcher compatibility #2790

* Rename Text mesh pro folder in samples (#2797)

* Rename the sunrise icon to fix typo, causing issue with 2x resolution loading. (#2809)

* Fix code compilation due to missing reflectionPlanar

* Merge Hd/bugfix #2828

* Add Light Unit Slider for Auto Exposure Limits #2811

* Updates fog documentation and tooltips (#2834)

* Updated fog documentation

* Updated tooltips

* Update Fog.cs

* Update Fog.cs

* [HDRP][Path Tracing] Improved volumetric scattering sampling #2840

* fully specify TextureXR.maxViews in the doc (#2850)

* [HDRP] Fix RenderGraph issue with Forward mode, debug mode and VT. #2872

* Updated cheat sheet into wording (#2879)

* Merge Hd/bugfix #2903

* Merge Hd/bugfix #2928

* Fix shader compilation with RenderCustomPass

* fbx fixses, added concrete edge decal, added material to fix sort order issue of drain asset. (#2946)

Co-authored-by: ecottell <elliott-cottell@hotmial.com>

* Raytracing getting started docs bugfix (#2957)

* Fixed formatting and re-added missing image

* Updated steps for applying graphics API changes

* HDRP getting started doc update (#2963)

* Updated getting started page with info about the new template

* Fixed incorrect step numbering generated by Typora

* Update Getting-started-with-HDRP.md

* Fixed an issue with material using distortion from ShaderGraph init after Material creation (case 1294026) #2982

* HDRP docs bugfixes #2993

* Improved reflector property tooltip (#2994)

* Fixed light reflector typo

* Updated tooltip text to be more specific.

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* [HDRP][Template] Normals fix (#3006)

* [CI] Updated pinned editor versions

Updating pinned editor revisions

* fixed normals, rebaked lighting, added Receive SSR/SSGI for "Wood Counter_Mat

* rebaked (removed plant pots from GI), enabled Receive SSR/SSGI on more materials

* enable ssr/ssgi on brass material

Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
Co-authored-by: ecottell <elliott.cottell@unity3d.com>
Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com>

* Added area light support disclaimer snippet to relevant shaders and light doc (#3015)

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: Chris Tchou <ctchou@unity3d.com>
Co-authored-by: John Parsaie <johnpa@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com>
Co-authored-by: ecottell <elliott-cottell@hotmial.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
Co-authored-by: ecottell <elliott.cottell@unity3d.com>
Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com>

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* Fixed division by 0 on Nintendo Switch. (#2991)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* updated decals position on/near the platform, slightly tuned exposure in room3, activate distance based roughness for all probes (#3134)

Co-authored-by: pierre-unity <39901544+pierre-unity@users.noreply.github.com>

* [ShaderGraph] [10.3] [bugfix 1293632] Shader graph blackboard property scrolling behavior fix (#3085)

* Cherry picked commits from source branch and fixed SubWindowTests

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSortingInputsUIBlock.cs

* Fixed bug with renaming on BBFieldView not working and other small fixes

# Conflicts:
#	com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardFieldView.cs
#	com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs

* Included fixes pointed out by Landon on original PR for scroll boundary behavior and external unity windows

* Fixed callback to work with 2020.2

* [ShaderGraph] [10.3] [bugfix 1281831] Fix 'Reset Reference' on a Blackboard property throwing a NullReferenceException (#2907)

* Cherry-picked and squashed to 1 commit for backport

* Added ifdef guards for editor versioning

* Added last fix, needs to be migrated to master too

Co-authored-by: Sai Narayan <sainarayan@unity3d.com>

* [CI] [2020.2] Updated latest editors metafile

* [ShaderGraph] [10.3] [bugfix 1291760] Shader graph inspector window behavior fixes (#3082)

* Cherry-picked changes from original branch to backport branch for 10.x

Also fixed scrollable window behaviors in GraphSubWindow for inspector and added auto-switch to Node Settings tab when a property/node/other selectable item in the graph is clicked

* Fixed compilation errors for 2020.2

* Merging in fixes to mirror master and reduce conflicts, fixing compile errors

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* Fix Clearcoat on Stacklit breaks when URP is imported into the project #2970

* Create 1713_MeshDecalViewBias.png

* [10.x.x][VFX] 10.3 backports (#3143)

* Fix Event connected directly to Output Event (revival) #154

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...)

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Added excludeFromTAA setting to VFX outputs

* Fix Custom Spawn serialization (#132)

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* Sample Point Cache operator (#92)

* Fix Case 1223747 - NaN caused by normal bending (#181)

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Update HDRP project assets

* Change VisualEffect inspector "Edit" button to "New" when no asset is set

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of …

* backout update gradien test

* Update ref images + deactivate test 26

* update URP assets

* DEactivate test 32 + clean ribbon template vfx

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com>
Co-authored-by: Thomas Iché <thomasi@unity3d.com>
Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix XR depth copy and MSAA #3075

* Fix GC allocations from XR occlusion mesh when using multipass #3077

* [10.x.x Backport] backport several PRs for HDRP (#3142)

* [HDRP] Use same filtering test case than on master for HDRP Test

* Vfx/docs/rename files (#2801)

* Removed illegal characters from doc filenames

* Removed illegal characters from gifs

* [HDRP Backport] Fixed some render texture leaks. #3050

* Added reviewed render graph and rthandle docs (#3008)

* Updated rthandle system landing page

* Update rthandle-system-fundamentals.md

* Update rthandle-system-using.md

* Update render-graph-system.md

* Update render-graph-benefits.md

* Update render-graph-fundamentals.md

* Update render-graph-writing-a-render-pipeline.md

* Fixed incorrect link

* Fixed formatting issues

* Noted FPS drop when switching between PBS volumes. (#3135)

Added a note to the "Using Physically Based Sky" section to explain the frame rate drop that happens when Unity initalizes a PBS volume.

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* Fixed a case where overlay camera with output texture caused base camera not to render to screen (#2742)

* [10.x.x] Fixed an issue where Universal Render Pipeline with disabled antiAlia… (#2744)

* Fixed an issue where Universal Render Pipeline with disabled antiAliasing was overwriting QualitySettings.asset on frequent cases

* Update CHANGELOG.md

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* [HDRP backport] Merge Hd/bugfix (#3161) (#3165)

* [HDRP] Merge Hd/bugfix (#3161)

* fix compilation issue

* update 4060 vulkan screenshots

* [HDRP][Compositor] Fix issues with compositor's undo #3100

* Remove leftover setting. (#3171)

* Adds support for the PlayStation 5 platform #3151 (#3177)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* sg-docsfix-doc2587-backport10.x (#3004)

* Link to Master Preview/Main Preview was broken in TOC

The link to Master Preview/Main Preview has been broken since 9.0. I updated the name of the relevant page in the TOC.

* Backport of change a55ae13

* Backport of f951eaa

* Backport of 0859dbb

* Backport of 2483c1b

* Backport of 3ccf229

* Lines 74 and 77 mispelling

Shadergraph was spelled Shadergaph in two places

Co-authored-by: Esmeralda Salamone <esmelusina@gmail.com>

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* What's new in 10.3 (#3212)

* Updated the What's new page for URP 10.3.

* Fixed a typo.

* [VFX/HDRP] Fix Debug View Material (#3149)

* HDRP - Fix Debug View Material (#182)

* Fix fallback (?) depth state in debug view material

Not sure about this : should double check with HDRP team

* *Update changelog

* *Updare reference image

It corresponds to the result in 7.x.x & 8.x.x
# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md

* Synchronize timeout settings from master

See : https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.testing.visualeffectgraph/Tests/Runtime/VFXGraphicsTests.cs#L38 (f

* Fix changelog.md

Keep new entry last

* [HDRP][URP] Added warning message in Projector component inspector UI that the component is not supported #3169

* Dcc/3dsmax2021 physical material #3163

* [HDRP] Backport several hdrp PR (#3234)

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* Sg-doc-2568-10x-10.3-backport (#3246)

Update sampler node docs

* Sg-doc-2695-10x-10.3-backport (#3247)

Update Swizzle Node docs

* [CI] [2020.2] Updated green project revisions

* [SG] Fix 1307962 - Sample Raw Cubemap #3233

* [HDRP] Update eye sample scene (#3227)

* Update eye sample scene

Fix warning in play mode and add text for size

* changelog

* Update instructions

* Put diffusion profiles in pural (because there's two)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Change the tooltip for color shadows and semi-transparent shadows (case 1307704). #3237

* [10.x.x][VFX] Remove some shader warnings (#3248)

* Fix Event connected directly to Output Event (revival) #154

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...)

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Added excludeFromTAA setting to VFX outputs

* Fix Custom Spawn serialization (#132)

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* Sample Point Cache operator (#92)

* Fix Case 1223747 - NaN caused by normal bending (#181)

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Update HDRP project assets

* Change VisualEffect inspector "Edit" button to "New" when no asset is set

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of …

* backout update gradien test

* Update ref images + deactivate test 26

* update URP assets

* DEactivate test 32 + clean ribbon template vfx

* Fix 1290493 - Spaceship specific warnings (#176)

* Fix regression from #176

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com>
Co-authored-by: Thomas Iché <thomasi@unity3d.com>
Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [HDRP] Fix metal warning + fix reference screenshots + disable unstable metal test #3251

* Removed the upper clamp values for recursive rendering and light cluster size (case 1294620) #2753

* Removed the upper clamp values for recursive rendering and light cluster size (case 1294620) #2753 - bis

* [CI] [2020.2] Updated green project revisions

* [CI] [2020.2] Updated green project revisions

* [HDRP] Fix reference screenshots for Metal

* [CI] [2020.2] Updated latest editors metafile

* [CI] [2020.2] Updated green project revisions

* [10.x.x] Backport of small fixes for 10.3 (#3225)

* Backport of #3095

* Added fix for enquing render passes at runtime

# Conflicts:
#	com.unity.render-pipelines.universal/CHANGELOG.md

* Backport of #2856

Co-authored-by: Elvar Örn Unnþórsson <ellioman@ellioman.com>
Co-authored-by: Nicolaj Zøllner <nicolaj.zollner@unity3d.com>

* [10.x.x backport] PR#3009 DOC-2492: How to use the Render Objects Renderer Feature (#3217)

* [10.x.x backport] PR#3009 DOC-2492: How to use the Render Objects Renderer Feature

* Backported latest corrections.

* Correction from Jonas.

* Ran the formatting tool.

* updated filters (#3242)

* [HDRP] update some docs based on latest changelog (#3253)

* Update some docs

* Proof read upgrading to 2020.2

* Proof read whats new doc

* Fixed typo

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [10.x] misc. SDET backports for week 01/01 - 07/01 (#3011)

* Cherry-pick e4b0ab135 - Enforce true isolation testing for upm ci

* Cherry-pick 5d26a14  - Update SDET tooling

* Apply master changes on the PR template

* Bump gfx-testframework to 7.8.0-preview

* Revert "Cherry-pick e4b0ab135 - Enforce true isolation testing for upm ci"

This reverts commit e6a37ea07760e18f1a84717434501d9e5b7a0a79.

* Hooks fixes and improvements from feedback (#2990)

* Update python requirement to 3.6

* Force LF on all files

* Update Tools readme

* Update git hooks revision

* Backport  23c2fde

* Revert "Bump gfx-testframework to 7.8.0-preview"

This reverts commit 4c015ad56953519ba5dd76ce3e2db8a35a405336.

* [CI] [2020.2] Updated green project revisions

* [HDRP] Delete undesired cloudlayer meta file

* bump to 10.3.1 (#3261)

* Compute Skinning is applied in VertMesh through defines
 - Add separate shader for skinning
 - Set DOTS_SKINNING define for all passes when hybrid v2 is enabled
 - Add new builtin property that determines if skinning should be applied

Add front buffer index to access deformed vertices of current/previous frame.

Actually get the the vertex position of the current frame when rendering the object itself.

d3d debug pragma for HDTarget

Remove skin setting component

Apply skinning in motion vec pass, rename function

Add motion vectors to unity instancing properties

Remove compute deformation node

Enable vertexID when DOTS_INSTANCING_ON is defined

Remove manual adding of vertex id and defines in HD shader passes

Remove skinning include and define

Remove compute mesh index property when dots instancing is not defined

Shader cleanup for dots deformations

Rename shader file for dots skinning functions

Remove changes from HDShaderPasses

Remove formatting issues

Remove include define

Remove all changes from HDShaderPasses

Remove debug pragma

Update some comments
Also skin vertices even if motion vectors are not skinned

Remove duplicated define

Add compute mesh index to URP shader variables. Add function to fetch vertices from compute buffer in ShaderVariablesFunctions

Rename some functions, move fetching to different file

Rename deformation function for HDRP

Keep vertex ID as optional when hybrid v2 is not used

Remove formatting from HDTarget

Updated changelogs to be more descriptive.

Rename material property

Add dots skinning function to URP passes PBR-Forward/GBuffer, Lit-Forward/GBuffer, Depth/DepthNormal, ShadowCaster, Unlit, PostProcessing, ScreenSpaceShadows, SimpleLit-Forward/GBiffer, PreviewPass

Remove modulus from deform vertex function

Remove modulus, change to uints

Remove documentation for Compute Deformation Node

* Turn on Probevolumes for crazy hunter branch with SH2 encoding mode

* Add missing generated shader includes for ProbeVolumes

* Fix FreeCamera speed boost controls

Two issues:

1. Holding Shift key during mouse-look with right mouse button would only boost speed for a single frame because it was checking GetKeyDown. Fixed by checking GetKey.

2. The Shift key only gives a speed boost when mouse-looking with RMB, but the Fire input (LMB by default) should always work. However, there was an issue where Fire would not boost the camera if the RMB was held down. This change fixes that so Fire will always boost and Shift will still only boost during mouse-look.

* Make ProbeVolumes visible to Unity.Entities.Hybrid.HybridComponents in order to support entities 0.18

* Dots deformation changes in upgrade

* Mask Volumes. An ability to place volumes with 3D textures into the world, paint custom color into them and sample this data in any Shader Graph. To be used as a global volumetric splat map. (#16)

(cherry picked from commit f68dc61b5c92ccea7f249e7f58aab1583799ddcb)

* Backport of motion vectors for skinned meshes in DOTS feature. Source Graphics repo branch: 10.x.x/dots-deformations/motion-vectors backported to 10.3.1/dots-deformations/motion-vectors ac5b927dfbe52eec3170a6a61d4e3e3e295d1e9f

* Fix bad merge in HybridDeformedVertexStreamIndex

* 10.3.1/dynamic density volumes (#18)

* Apply patch from partner/crazyhunter-10.x.x-dynamic-density-volumes from the main Graphics repo

* Fix HLSL truncation warning in shader

* Eliminate the possibility of a null atlas texture by always allocating a 1x1x1 texture at minimum

* Change from one callback per volume to a single callback

* Remove time parameter from PrepareDensityVolumeData

* Address review comments
https://github.com/bonfirestudios/unity-com.unity.render-pipelines.high-definition/pull/18

* Add UI to control density volume atlas size

* Statically allocate the density volume atlas instead of growing it

* Log error if density volumes exceed size of the atlas

* bugfix to DotsDeformation.hlsl::FetchComputeVertexData() to tangentOS.w in tangentOS output so mirrored normals produce correct normal maps

* Probe Volume Improvements

Probe Volumes: Force the lightmapper to free old additionalbakedata jobs in a few cases, such as when probe volumes are disabled, or when probe volumes are hidden. Previously, it looks like the lightmapper could hang onto this data until you quit. (#19)

Probe Volumes: Lots of bugfixes and improvements to bilateral filtering modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091391675b23702df4bb3c2afbf291e102c6

Probe Volumes: Lots of bugfixes around baking. Reflection Probes and Density Volumes: now respect scene visibility toggles in regards to their contribution to the scene. TODO: Remove debug logging that was added! Backing up WIP work.

SceneObjectIDMap: Fix bug where index from gameobject dictionary would get out of sync from entries after an insertion occurred to fill a hole. This resulted in a nasty bug where reflection probes would occasionally generate the same filename as eachother, would overwrite eachothers textures, and would point to the same texture after the bake completed.

Probe Volume: Comment out log spam. Planning to clean it out completely in a follow up commit

Probe Volume: Remove log spam from ProbeVolumeManager

Added HDRP_STRIP_LEGACY_AMBIENT_PROBE_BAKING define for enabling legacy ambient probe bake feature stripping - requires custom build with backport of https://ono.unity3d.com/unity/unity/pull-request/123092/_/lighting/SRP-opt-out-skymanager

Make HDBakedReflectionSystem public for baking API

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

* Probe Volumes: Lots of bugfixes and improvements to bilateral filtering modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091391675b23702df4bb3c2afbf291e102c6

* p

* Probe Volumes: Track whether or not bake inputs has been set, and only attempt to get bake data if the inputs was set. Otherwise the lightmapper will error out.

* Mask Volume: Hotfix: Avoid attempting to upload degenerate data to the atlas by extending IsDataAssigned() check to include a Length > 0 test

* Mask Volumes tools update (#22)

* Fixed the issue when the scene view camera moves on selecting the painting tool.

* Use normalized values for color and opacity settings. Fixed the effect of opacity and hardness.

* Added the brush color inversion while Ctrl is pressed, for quick erasing.

* Replaced the Recreate Asset button with Resample Asset. The data is not lost after resizing or changing voxel density now.

* Fixed a Mask Volume resampling error when old resolution has 1 on any axis.

* Mask Volume: Use resolution from MaskVolumeAsset instead of MaskVolumeArtistParameters for rendering. Resolution in parameters is just for creating new assets or resampling to a new resolution.

* Mask Volume: Use normal bias in painting.

* Mask Volume: Use input pressure as opacity.

* Mask Volume: Added inner radius and normal bias brush gizmos.

* Fixed the case when a Mask Volume asset is saved to a file empty. The "Resample Asset" button can process an empty asset and fill it with valid data now. (#23)

Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: noreply@unity3d.com <noreply@unity3d.com>
Co-authored-by: Peter Bay Bastian <pbbastian@users.noreply.github.com>
Co-authored-by: Felipe Lira <felipedrl@gmail.com>
Co-authored-by: Andre McGrail <andrem@unity3d.com>
Co-authored-by: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: julienf-unity <julienf@unity3D.com>
Co-authored-by: Martin Thorzen <35328557+martint-unity@users.noreply.github.com>
Co-authored-by: Liis Kivistik <liis.kivistik@unity3d.com>
Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Théo Penavaire <theo-pnv@users.noreply.github.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Nicholas Brancaccio <pastasfuture@gmail.com>
Co-authored-by: pastasfuture <nickb@bonfirestudios.com>
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PaulDemeulenaere added a commit that referenced this pull request May 5, 2021
* 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>

* Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)

* Fix missing type copy in reduce

Tested locally on a PS4

* Add expection to detect unsupported value type

* Fix 1154328 - infinite recompile with rand (#93)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* Point cache: Binary format corrupted due to an extra byte offset (#108)

* Point cache header, wait for new line character only (/n) and skip carriage return(/r)

An extra trailing new line character was causing an invalid offset in binary point cache files.

* Update Changelog

* Remove unnecessary files

* Fix InvalidCastException when using byte properties in point cache files (#109)

* Change casting to byte

We were trying to cast an object containing a byte to an int.
Also, a better normalization would be dividing by 255.

* Update CHANGELOG.md

* update asset and scripts

* Remove unwanted files

* Output Event Helpers (revival) (#111)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

* Revert "Revert "Output Event Helpers" (#110)"

This reverts commit e72745d0ce4df6205dffa8aca7332a8afea96880.

* Revert "Revert "Output Event Helpers" (#110)"

This reverts commit e72745d0ce4df6205dffa8aca7332a8afea96880.

* First pass of coding rule validation

* Rename VFXOutputEventHandler in VFXOutputEventAbstractHandler

Following coding rule from https://ono.unity3d.com/unity-extra/unity-meta/files/@/ReferenceSource/CSharp/Assets/CSharpReference.cs

* *Missing rename

* Remove useless member

* Rework VFXOutputEventPrefabSpawn :

- Avoid any inconsistency with transform
- Use prefab link when available
- Use a lazy approach and lock editable values to editor

* Fix issue with "Open Prefab" which was resetting the "Hide Flag"

* *Minor cleanup

* *Minor Change

* Missing DisposeInstance when we are disabling "Execute In Editor"

* Fix missing full stop at the end of all tooltips

* *Apply auto formatting

* Fix spamming null reference error reported by @vlad

https://unity.slack.com/archives/GA2Q6JU1X/p1601055259085900?thread_ts=1601044036.085800&cid=GA2Q6JU1X

* Safely fallback on Instanciate when InstantiatePrefab returns silently null

Instance of prefab within the scene are actually copies because an override could have been applied.

* Fix model spawn using NotAPrefab instead of Regular

* Expliciter code in VFXOutputEventPrefabSpawn

Doesn't change the internal behavior

* Minor fix : audio != null isn't equivalent than audio?.

* Fix assignement : prevent setting audioSource or rigidBody from a prefab asset

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/111#discussion_r73827

Use explicit DrawOutputEventProperties to avoid multiple serializedObject.Update per Inspector

* Minor : remove unexpected carriage return

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Thomas Iché <thomasi@unity3d.com>

* Fix spawner set attribute/ custom category (#115)

* Fix spawner set attribute/ custom category

* Update CHANGELOG.md

* Update CHANGELOG.md

* Setting ZClip in shadow caster templates (#99)

* Setting ZClip in shadow caster templates

Shadows from directional lights where culled by the near plane in some cascades
Added ZClip [_ZClip] to every PassShadowCaster.template file.

* Update CHANGELOG.md

Update changelog

* Modify graphic test for vfx shadows to test ZClip

Added an extra particle mesh output that could potentially be clipped by the near plane in some cascades

* Trigger output can start an edge drag [Case 1271691] (#114)

* Trigger output can start an edge drag [Case 1271691](https://fogbugz.unity3d.com/f/cases/1271691/)

* Update CHANGELOG.md

* Fix and reenable test (#117)

* Error display in vfx editor (#33)

* First commit for link impossible explanation.

* Some cleanup, delay before info appear. info appear always in the view.

* added error management when linking a GPU operator to a CPU slot.

* added uninitilized attribute message with context granularity.

* Alert when a context a context slot, a block or a block slot use an attribute that is not initialized, except for a known list of attributes with good default values (TBC).

* adding age to the list of attributes with good initial value

* fix errorr message bases on vlad feedback.

* fix for rebase

* use RequireInitialization Flag on attributes instead of list of attribute name with good value.

* really remove attribute with good default values.

* Fix for rebase

* fixes based on PR review

* cleanup based on PR comments

* Move resources for this PR to Editor Default Resources

* fixes for merge

* Work on error handling for invalidate

* Compile and Invalidate Error works.

* add ignore error

* Make sure non ignored error are visible at start

* make sure error indices are unique.

* clear unwanted diffs

* Fixes for merge

* fixes for uss warnings.

* Remove incrorrect code from VFXGraph.cs

* Fixes based on PR review.

* Removed VFXErrors

* Started working on drag ignore for refresherrors

* Drag on filed label on refresherrors once.

* Slider drag do not trigger a refresh error

* Remove debug log.

* Removed useless line

* Update CHANGELOG.md

* Fix editorTest which cover copy/past without a graph attached to the controller

* Add missing meta

* delete Editor/Resource empty directories and metas

* Removed VFXBlockDataAnchor from this branch as a bad merge readded it.

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* *Add missing reference image & fix changelog bad merde

* Fix bad merge : unexpected change in "ConstantBuffer.cs"

* Fix non uniform scale test (once again)

* Update assets

* Update URP assets

* Increase error threshold on test 26 (due to sky)

* Fix reference images for shadow test

* Fix cascaded type popup width (#124)

* Fix cascaded type popup width

* Update CHANGELOG.md

* Be resilient to possible null subgraph references. (#120)

* Be resilient to possible null subgraph references.

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fix 101_Exposure on PS4 (#126)

* Fix wrong code generation from PSSL

* *Update changelog.md

* Remove inout BuiltInData which is a bit counter intuitive

Bonus : Remove VFXClipFragmentColor which was done twice.

* Forbid creation of context in VisualEffectSubgraphBlock through edge … (#119)

* Forbid creation of context in VisualEffectSubgraphBlock through edge dropping

* Update CHANGELOG.md

* Make sure m_DependentDirty is flagged when the strutu change because kExpressionGraphChanged is not send for subgraphs. Cleanup (#121)

* Fix overlap in properties (#128)

* Fix overlap in properties

* Update CHANGELOG.md

* Fix bad merge from c72287dfdb8c9b041db6c6d49582241810c73a9b

Wrongly formed meta files

* Fix Sample installation in URP (#122)

* Fix RecreateCopy since subouput are conserved

Regression introduced at 273b6e32cac0e7ad19b7c8dbbed08593e39fe4f8

* *Update changelog.md

* Four bug fixes for event tester (#123)

* Fixe some bugs on event tester window

* Update CHANGELOG.md

* adding another bugfix

* Update CHANGELOG.md

* Update CHANGELOG.md

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fix for displaying error from the creation of a node. (#131)

* Fix for displaying error from the creation of a node.

* *Add warning for CollisionDepthBuffer

Update & Fix Changelog.md

* Update message from @vlad suggestion

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* Blackboard improvements ( clear unused properties, add output ) (#45)

* Added clear unused properties menu

* added add button to outputcategories.

* unused properties are greyed in the blackboard.

* Fix from PR review

* Update CHANGELOG.md

* Fix

* Menu for blackboard separated from menu for Pills no more triple dot menu.

* Fix unwanted changelog changes

* reset modified icon meta

* Delete Parameter in Blackboard deletes all selected parameters.

* Fixed weird blackboard field selection behaviour on Windows

* Reset the indentLevel at the end of VisualEffectEditor, also better c… (#127)

* Reset the indentLevel at the end of VisualEffectEditor, also better criteria for doubling the width when the inspector is not wide enough.

* Conserve original enabled state in VisualEffectEditor

* Update CHANGELOG.md

* Un edit nodes that are collapsed (#133)

* Un edit nodes that are collapsed

* Update CHANGELOG.md

* Update CHANGELOG.md

* Fixes https://fogbugz.unity3d.com/f/cases/1268956/ (#125)

* Block - Position on SDF (#105)

* Initial commit

* Update PositionOnSDF.cs

* Test scene + new SDF assets

* Two step approach for projection, texture margin in expression, new test scene

* Performance improvement

* Revert "Performance improvement"

This reverts commit 42ce897756bcdb3bb279abbd529fa9fe33e49884.

* Modify test scene

* minor changes

* Fixing the output direction

* Add graphic tests

* Update references

* Update CHANGELOG.md

* Fast derivatives, outliers killing option, cleaning

* Convert line endings

* Added docoumentation and supporting media.

* Update PositionOnSDF.cs

* Filename did not match the class name ...

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix several URP issue (for 10.2) (#116)

* *Prepare Scene for new sample reflection test

* *Update Scene

* Fix Reflection Probe missing edition

URP only because SupportedRenderingFeatures.active.reflectionProbes is tested

* Filter out rendererPriority if SupportedRenderingFeatures.active.rendererPriority returns false

* Fix missing layer option : correctly fallback to the default layer if srpAsset.renderingLayerMaskNames returns null

* Prepare test addition for RenderDepth

* Fix missing depthpass in URP

* *Add test data

* *Add Test Data for SubPixelAA

* Fix SubPixelAA

* Fix missing warning using Proxy Volume with URP

* Add two sections in inspector to separate probe setting than additionnal

Also add a comment about m_SortingOrder

* *Update 014 before moving this to common

* Add 014_ScreenSpaceSize to HDRP

* *Add graphicTest for URP

* *Add Reference images for player

* *Add missing meta file

* *Add Editor Image reference

* *Update changelog.md

* Add editor test : Check_VFXRenderer_DefaultRenderingLayerNames

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/116#discussion_r78363

* "Create new VisualEffect Graph" creates a graph from the default template [Case 1279999](https://fogbugz.unity3d.com/f/cases/1279999/) (#113)

* fixed spelling (#142)

* Positition on SDF - Graphics Tests Fix (#138)

* Complete .vfx files and update references

* Updated documentation.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Update assets

* Fix changelog

* More changelog fixes

* Add missing warning for other block operator using depth (#140)

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#discussion_r79026

* *Adding missing meta file in TestProject

* Missing doc & Deprecate VFXViewModicationProcessor (#143)

* Fix missing doc & Deprecate VFXViewModicationProcessor

Unexpected public API

* *Revert unexpected change

* Fix several issue from @lewisjordan

- fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/143#discussion_r79397
- fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/143#discussion_r79398

* Fix Several issue in Property Binder (#106)

* Fix case 1274790 : Use DestroyImmediate when editor isn't playing

* Fix case 1247230 : Avoid null exposed property

Property entry is modified by UX always not null, however, it requires a default value

* Fix case 1274788 : Missing null check in Hierarchy to Attribute Map

* Fix case 1248711 : Property window view wasn't working

Missing Update, it also fixes Undo/Redo

* *Update changelog

* Fix compilation when ENABLE_LEGACY_INPUT_MANAGER isn't enabled

Should be fix for 10.2

* Fix case 1279471 : Avoid OnMouseDown/Up/... declaration

Game scripts or other custom code contains OnMouse_ event handlers. Presence of such handlers might impact performance on handheld devices." when building for Android/IOS

* Fix positionDepthOperator ref images

* Add one pixel to height in non wide mode so that margin is equal to wide mode. (#145)

* Update CHANGELOG.md

* Fix API validation

* Harmonize Composition in Position / Velocity Blocks (#44)

* Base refactor + Attempt to get position from AABox (not working for thickness ATM)

* Fixed cone syntax issues + correct computation of AABox direction

* Added Variant providers + Composition in Sequential

* Updated Variants for Shape Sequential Blocks

* Harmonized Namings + added composition to Position Depth

* Updated Changelog

* Fixes for PR

* Fixed Blend Composition in Sequential

* Added Direction to PositionSequential

* Fixes in Position Circle / Set Blend factor in shapes to 1.0 by default

* Used Absolute Box size as expression

* Propal for https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44/files/e029bb9ec37555e70af21a97399774667030c031#r61533

Use case by case approach for direction of AABox

* *Temp add test data for graphicTest

* Fix ApplyAddressingMode : clamp & mirror was overflowing, mirror has also a wrong pattern

* Edit graphicTest

* Move 014 to common package

* Add 014_PositionBlock in editor test listing

* Precompute line_direction in PositionLine

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44/files#r67908

* *Add reference images

* Fix editor test (wrong reference data)

* Fix issue introduced at 9c54056a68e9ef90354e969e9baba18aa552f8f4 : Looping correctly the circle

See also : https://unity.slack.com/archives/G1BTWN88Z/p1598508170069200?thread_ts=1598429838.039200&cid=G1BTWN88Z

* Probably uploaded the wrong image reference for standalone

* *Update reference images (I think I mess up twice, I should double check the change in motionVector)

* Fix build (VFXExpressionCondition now supports uint)

* *Temp* Delete motion vector reference image, should regenerate them from yamato.

* Readd reference image using yamato result at b9a04b7424323e0c3801e34c13213c4050f020f1

* *Update changelog

Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44#discussion_r70582

* Fix PositionTorus when used in vertex shader

* Fix multiple definition of UNITY_PI

* Fix changelog

bad automatic merge

* Fix incorrect volume

Base radius while computing volume factor on sphere & circle : use fix approach from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/89 using name instead of index
See : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44#issuecomment-28990 & https://docs.google.com/document/d/1RAVkfmMQA9D_hKkJyt6PKOgRs8JHkjlYRhcfBtIU1Ag/edit?disco=AAAAJ7Z4S18

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix 1285603 View and Object mode of Shadergraph position node don't return proper values (#141)

* Update VFXShaderGraphParticleOutput.cs

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix collapse exception and added automated test (#149)

* Misc fixes for vfx shadergraph integrations  (#130)

* Diffusion profile has PropertyType.Float but isn't castable in Vector1ShaderProperty : safeprof code

* Unity serialization produced a beast with object.ReferenceEquals(null) != 0 and instanceID == 0 foolProof code for this

* Update CHANGELOG.md

* Small fix for collapse test

* Some extra security around error feedback (#153)

* Prevent exceptions from making notification stay. Prevent exception in errors to potential break the ui

* Prevent list from being badly deserialized.

* Fix Event connected directly to Output Event (#152)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Misc fixes in strips (#136)

* Vfx/feature/strips improvements (#265)

* Add spanwIndexInStrip attribute

* Fix particleCountInStrip in Init

* Add OrientStrip block

* Remove some useless code

* Add From Target Position mode in Orient Strip

* Update changelog

* Fix SpawnOverDistance

* Fix reference images

* Fix changelog

* Merge Orient and OrientStrip blocks

* Remove FaceCameraPlane from strips

* Sanitize quad strip orientation

* Update VFX

* Update changelog

* Add error feedback

* Use IsPerspectiveProjection

* Fix GetStripTangent for lines

* Add subpixel AA to head and trails template system

* Add strip variant for intialize in menu

* Fix for errors not appearing after convert output

* Update graph version

* Fix ribbon VFX

* Fix spawnIndexInStrip (tooltip + init)

* Fix issue with inspector not triggering OnSettingChanged

* Check that a converted output could keep the same flow links.

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Revert adaeba7f20802aa19fe089463e1abfaf2a0488e6

* update vfx

* Update URP assets

* Update URP ref

* Vfx/fix/additional subgraphs 2 (#155)

* Updated Changelog

* Updated Blocks with Fixes and Missing Workflows

* update VFX additions

Co-authored-by: Thomas Iché <peeweek@gmail.com>

* Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139)

* Reindex the TEXCOORD[n]

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix serveral minor issues (#103)

Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458987790
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988272
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988870

* Update rebuild all script to take subgraph into account

* Update VFX assets

* Fix URP vfx assets

* *WIP graphicTest

* Renable exact fixed time option

Actual fix in progress, I'm adding a graphicTest to cover problematic behavior.

* *Update test effect

* Share same graph for both mode

TODO : Updat graphicTest frame to allow special case

* *Add settings to scale fixed time step

* *Update fixed time scene

* Fix Event connected directly to Output Event (revival) (#154)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Fix regression with subgraph

* Add Subgraph_Event_Link_To_Spawn editor test

* Cover test with prewarm behavior

* Fix changelog

Add entry in the right place from 0009e5373ddd6927977fc8054e2ab16c14b5e81b

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* *Update 015 settings & Move force paused in testing repro

* Move 015_FixedTime to common testing package

* Add 015_FixedTime test to HDRP as well

* [HDRP] Fix debug view material (albedo/normal/...) (#163)

* Fix debug view material

TODO : Add GraphicTest

* Fix tab/space mix

* Add HDRP debug scene

* *Add reference image for HDRD_Debug(Property)

* *Update changelog.md

* Use explicitly layer zero for independant system

That's actually the way the runtime assumed

* *Add reference image (yamato & local result strictly identical)

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Add the necessary openasset callback for the system to know if we open the asset inside the editor. (#118)

* Added OnOpenAssetAttributeMode.Validate

* added UNITY_2021_1

* remove the shaders has they are not edited in the editor.

* Fix macro

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* “Refactor”

* "Refactor" bis (some file has been missed)

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Workflow improvement : Change VisualEffect inspector "Edit" button to "New" when no asset is set. (#173)

* Base Commit
* Documentation
* Updated Changelog
* Fixed Typo

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Added excludeFromTAA setting to VFX outputs (#170)

* Added excludeFromTAA setting to VFX outputs

Added excludeFromTAA setting to VFX outputs.
Currently it is only supported in HDRP suboutputs.
Required adding ${VFXStencilForward} variable to forward pass templates

* Update VFXHDRPSubOutput.cs

suport exclude from TAA in transparent only

* Added documentation to exclude from TAA property

* Graphic test

Added graphic test: 32_ExcludeFromTAA

* Update graphic test background for better contrast

* Update CHANGELOG.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Missing Reference image for test 32_ExcludeFromTAA

* Add test to cover case exposed by 1258022 (#54)

* Fix Custom Spawn serialization (#132)

* Allow Set Spawn Count & Set Spawn Time

TODO : List Spawn count in available variant

* Fix reference lost in m_SerializableType

No idea of implication of this :-/

* Squashed commit of the following: (retrieve fix from @tristan)

commit c24981d7dad15100eb40a92a6a9370e9ba800acd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 17:27:57 2020 +0200

    Update message from @vlad suggestion

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

commit a87ba182b30da7683e31a29048c9f2f3a0312927
Merge: 13b501e15863 296ffd333bcf
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:25:02 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/error-at-creation

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 13b501e158634dfc98b96058723d248cd5d1f34d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:24:27 2020 +0200

    *Add warning for CollisionDepthBuffer

    Update & Fix Changelog.md

commit 4bfb1e7c9874d8a9403ca5267d1e10735e52a87b
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Oct 8 18:10:42 2020 +0200

    Fix for displaying error from the creation of a node.

* Add error feedback on failing custom spawner reference

* Revert "Allow Set Spawn Count & Set Spawn Time"

This reverts commit 0a6c75cc54072b831dcc56bffc3bbe04734d3324.

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs

* Remove unexpected change

* *Revert change in changelog

* *WIP* add ResolveCustomCallbackInstance

Some refactor mark as "TODOPAUL"

* Clean implementation : customBehavior & comment

* *Add test to cover sanitize before modify references

* Change namespace for builtin custom spawner & sanitize

* Extend test to verify connexion

* *Update changelog.md

* Add specific error if customBehavior returns null

* Fix corner case when ScriptableObject reference has been lost

* Work but not idea with copy/past + potential leak

* Better implementation : use directly "MonoScript"

* Fix spawnerTest

* Rename "Can't found" => "Can't find"

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

Issue introduced with https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136
And more precisely https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136/commits/27c041da92ec89407ae775fe4c4f24681f156cb8

* [Test] Add test to cover "Thread Group Size" error (#104)

* Add test

* Add test to cover behavior from case 1271839

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Sample Point Cache Operator (#92)

* Initial commit

* Overflow handling options for the user

* Addressing mode for overflow to the choice of the user

* Foldable to Constant value

* Update 09_PointCache.vfx

* Added reference images

* Remove float-to-integer conversion

* Put the choice of the output type in the Inspector only

* Simplify output type handling

* Sample Point cache != Attribute map => two operators

* Update Branch (error .yamato/docs/editor_pinning.png)

* Update SamplePointCache.cs

* Update 09_PointCache.vfx

* Output type set in a cogwheel

* Update 09_PointCache.vfx

* Revert "Update Branch (error .yamato/docs/editor_pinning.png)"

This reverts commit 02f6b6c993c2382bb10669edd16f7d06876a0cbc.

* Restore vfx asset

* Revert back to using generics for type handling

* Update SampleAttributeMap.cs

* Reformating + changelog

* Update 09_PointCache.vfx

* Update SamplePointCache.cs

* Refactor of AttributeFromMap using VFXExpressionSampleAttributeMap

* Merge branch 'vfx/staging' into vfx/feature/sample-point-cache

* Revert "Merge branch 'vfx/staging' into vfx/feature/sample-point-cache"

This reverts commit b4a03e182a3e106c2fabc262777615f9c3b94a7e.

* Fix point cache vfx + update HDRP vfx

* Update URP assets

* Fix changelog

* Fix Case 1223747 - NaN caused by normal bending (#181)

* Update Pass.template

* Update CHANGELOG.md

* 1293608 - Fix LPPV not working in deferred (#180)

* Enable LPPV in HDRP test project

* Fix LPPV for gbuffer pass

* Add graphics test

* Update changelog

* Fix 1290493 - Spaceship specific warnings (#176)

* Avoid implicit trucation in template + safe normalize setting

* Update CHANGELOG.md

* Added variants

* Delete conditioning on GPU evaluation + conservative safe normalize

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix formatting

* Update 26_NonUniformScale kind of sky : gradient instead of procedural

* Fix regression from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/176

Issue introduced at 44f497b438b46a54072721d335910bfab3e392ef : Incorrect VFXExpressionCondition
See also : https://unity.slack.com/archives/G1BTWN88Z/p1607963794139900?thread_ts=1607955907.136600&cid=G1BTWN88Z

* Disable Gradient Sky in 26_NonUniformScale & 33_LightProbe

* *Update VFX (newly introduced safeNormalize, default 0)

* Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA

* Revert "Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA"

This reverts commit ddee2e356dc7e529cad2904836fef8a688e546a8.

* 32_ExcludeFromTAA : Disable XR

* 33_LightProbe : Slighlty increase treshold from 0.0005 to 0.0006

* *Update Image Reference for D312 (mainly missing file)

* *Disable 32_ExcludeFromTAA

Instability detected.

* *Add missing D3D12 image references

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Prevent pasting context within operator/block subgraph

* Fix case https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/191#discussion_r102007

Fix Approximate english log warning

* Update VFXPaste log message

Missing "the"

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Add editor test to cover Safe Normalize behavior (#189)

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Texture2D Array Layout for Flipbooks (#97)

* Initial commit, working for planar primitives only

* Increased support to Cube, Decals, Meshes, Lit Planar Primitives, Lit Meshes

* Correct handling of depth pass

* Added Reference images for test

* Added graphic test / restore defaut HD Material

This reverts commit 1d8c36af255f41e515cbe3c87ea691125cd43077.

* Update Test References

* Added Tooltips, simplify input type selection

* Fix handling of Lit Mesh output

* Automatic Flipbook size for Array Layout

* Delete the flipBookSize slot when Texture2DArray is set

* More explicative Tooltip + end of flipbook blend fixed

* Update CHANGELOG.md

* Distortion Quad and Mesh output support

* Update VFXAbstractParticleHDRPLitOutput.cs

* Retrieve changelog from staging

* Added entry

* Motion Vector generation improvements (#194)

* Added VFX_FEATURE_MOTION_VECTORS_VERTS mode to store motion vector info per vertex

Optimized default motion vectors mode to store 4x3 matrix instead of 4x4.
Added mode to store each previous vertex position for quads, triangles, lines and points.
Refactor of motion vector defines.

* Motion vectors support in lines and points

* Resize buffer according to the element size

* fix points and lines when not using the optimization

* Fix motion vectors for lines

* Changes suggested in review

- Removed misplaced comment in VFXLineStripOutput
- Access VFXLineOutput useTargetOffset through GetSettingValue in VFXOutputUpdate
- Moved previous frame position calculation to the end of OutputUpdate compute
- Added 4 bytes per particle for last frame index in elementToVFXBufferMotionVector buffer
- Added noperspective when using VFX_FEATURE_MOTION_VECTORS_VERTS, through VFX_FEATURE_MOTION_VECTORS_INTERPOLATION define.
- Fixed order of verts in lineSW particles.

* Missing define rename in ParticleMeshes/PassForward.template

* Improved condition for discarding due to not enough indirect buffers

* Missing renaming of WRITE_MOTION_VECTOR_IN_FORWARD for particle lit meshes

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of contents  (#199)

* Added what's new documentation for version 10

* Updated image and minor rewording

* Added link from what's new to node library

* Updated changelog link

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* HDRP - Fix Debug View Material (#182)

* Fix fallback (?) depth state in debug view material

Not sure about this : should double check with HDRP team

* *Update changelog

* *Updare reference image

It corresponds to the result in 7.x.x & 8.x.x

* *Apply reformat

* *Apply reformat (bis)

* Fix CameraFade for shadows (#179)

* Fix CameraFade for shadows

+CameraFade was taking the distance to the light when rendering the shadow map.
+Added setting to optionally affect shadow, with warning for multiple cameras
+Implemented functions to get camera position and direction

* Update CHANGELOG.md

* Update CameraFade.cs

-Change fade default value to false.
-Fix behaviour when affect shadows is false

* Update documentation

Added Affect shadows setting

* Update documentation

Modified AffectShadows setting description following @lewisjordan suggestions

* Move camera functions to VFXCommonOutput

* Remove ${VFXFragmentCommonFunctions}

${VFXFragmentCommonFunctions} was used only for the VFXCommonOutput.hlsl include, which is now generated by VFXCodeGenerator as part of ${VFXPerPassInclude}

* Correct Sign operator node output for float when input is 0.0f (#190)

* Changed specialization for floats to be consistent with others.

* Update CHANGELOG.md

* Update test

* changed sky, emission scale, and updated references (#203)

* Fix ProcessOperatorSign test

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/190 & this change 1d6e19db547ca6a79f75c839825e15943fde6288

* Allow remaking an existing link. (#146)

* Allow remaking an existing link.

* Update CHANGELOG.md

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* ShaderGraph loosing reference while updating (sync with 7.x.x) (#185)

* Use explicit GetOrRefreshShaderGraphObject & always lazy init the shadeGraph access.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphPostProcessor.cs

* Fix shaderGraph not listed in VFXModel

This is actually an issue in VFXModel.GetSettings, we don't have any cases like this where the parent value is private.

* Update changelog.md

Same entry than https://github.com/Unity-Technologies/Graphics/pull/2873/

* Removing changelog entry

The actual fix was already there, this code is only a synchronisation with 7.x.x & prior version.

* *Minimal test to check actual content of modified property after an override (#171)

* Add test to cover behavior from https://fogbugz.unity3d.com/f/cases/1122404/ (#196)

* *Updating reference image for D3D12

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/182

* Force re-apply formatting

* Fix ordering for "+" button in blackboard (#197)

* Add test to cover behavior of https://fogbugz.unity3d.com/f/cases/1300115/ (#192)

* Fix changelog.md (new entries should be in 12.0.)

* *Update changelog.md (unexpected diff in 11.x.x)

* [Fix Case 1221557] Checkbox Age Particles consistency (#202)

* Provides consistent behavior with Add Age and Set Age

* Update Changelog

* update changelog

* Add _CameraViewMatrix shader variable (#208)

Add _CameraViewMatrix shader variable in HDRP, instead of using legacy unity_CameraToWorld.
Remove functions using unity_CameraToWorld from VFXCommonOutput.hlsl and move to SRP specific VFXCommon.hlsl files

* Fix compute culling compilation in URP (case 1309174) (#210)

* Add GeometricTools.hlsl include

Missing include containing DistanceFromPlane function used by IsSphereOutsideFrustum

* Update changelog

* [pCache] Fix minor UX issues (#207)

* Disable mesh statistic field

* Fix cancel while save texture

* Fix create pCache from unreadable texture

* *Update changelog.md

* Fix missing disable for Texture Statistics

* Disable motion vector per vertex optimization (#214)

Temporarily disable motion vector per vertex optimization.
Small refactor for vertex count calculation

* Fallback for camera buffers from Main camera (#200)

* Add setting for main camera buffer fallback

* Move enum to C++

* Update changelog

* Rename setting to Main Camera fallback and the option "None" to "No fallback"

* Added an entry for Main Camera feedback in the preferences doc.

* Updated tooltip

* Reworded tooltip and doc entry

* Added doc entry for User Systems.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [VCS] Handle correctly locked asset (#193)

* Prelimary refactor : gather IsAssetEditable in common test to ease testing

* Move always m_LockedElement in front

* Fix inspector of slot container when asset is locked

* Fix inspector for VFXManager when asset is locked

* *Update changelog.md

* Fix incorrect cast in VFXSlotContainerEditor

* Use m_LockedElement in blackboard & redirect it when needed

Simplify integration from m_ComponentBoard

* Fix case 1243947 : Debug View artefact

Correctly clear the VFXDebugView while reassigning

* *Update changelog.md

* Let selection passing through locked label : it allows inspection

* Fix locked label in blackboard when empty

* Fix "Shader Value is not saved when switching between VFX Manager and Version Control"

* Prevent Drag&Drop when asset is locked

* Prevent tricky way to instantiate BuildContextualMenu

There was an issue while clicking on left & right at the same time

* Fix two issue with target

- Attach a stopped visualEffect component
- Stop & Reset behavior

* Fix UpdateDebugMode which could be called too soon

In the case of an not yet loaded VisualEffect component (because the VFXGraph has been just recompiled)

* Fix ordering

We want the "asset locked" just after contentViewContainer and not just before m_ComponentBoard

* Update maxAlive state checking the actual IsAssetEditable during update

* Fix locked issue with the VFXParameterEditor

Should disable everything if IsAssetEditable returns false

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/193#discussion_r109552

blackboard => componentBoard

* Mesh Index & Skinned (#30)

* Squashed commit of the following:

commit f51b7d616b77487339b2ec3db1e2e8bee35b3ae1
Merge: 2589034c08 229945b992
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:32:10 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling-support-texcoord-dimension' into vfx/feature/mesh-sampling-index-buffer

commit 229945b99247402006916c9c73a640d2b5662486
Merge: d26b342644 4cd4cb244d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:31:23 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 2589034c088795ba63bf61f22e8ba84a7ffe7607
Merge: 47e04162e6 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:24:43 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling-index-buffer

commit 47e04162e60683e331c930a02e77f6d5eeae568e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:18:43 2020 +0200

    Minor : add a TODO

commit a7bd11748549e25789e7515c50b1c3d96499301b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:17:32 2020 +0200

    Actually, keep minimal scope for VFX_GENERIC_BUFFER, it's useful for platform testing purpose.

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 0f9fc14afb9e6e8666b39860bd84922eba4a64e5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:49:52 2020 +0200

    Remove temporary code

commit bc8121349789de632d1115a7804a17b882559e1b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:02:23 2020 +0200

    Choose StructuredBuffer<float> over ByteAddressBuffer

commit 21b9d002b29b9887da8661f32505973e75d0420f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 30 17:16:37 2020 +0200

    Change Buffer<uint> to Buffer<float> to avoid dx warning issue.

commit be691cd625a18194c5662de17c952613b4f591e3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 19:06:25 2020 +0200

    Fix alignement for ByteAddressBuffer

commit 3ec05dfadefc483507d3de12caf4a2e216af6e66
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 17:58:05 2020 +0200

    WIP : Trying to move to ByteAddressBuffer

commit 2cf1db8679851ff55afcd5f17afa8a52b4d9e179
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 18:06:49 2020 +0100

    add note for later

commit e6fd7c1931919c657b7c65f8197be03e387e56dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:44:24 2020 +0100

    *Draft test data (will be removed)

commit c84f0e927ebe00f655d3fb92bbe98d6c03fdcf34
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:16:12 2020 +0100

    Fix expressionMesh format

commit 6f48ffbdb55f38da5750f63fc1a38d79a5d19800
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:01:01 2020 +0100

    Update draft test

commit edec8e1e997188e0dbc82ad9bb38e0ac178476d2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:00:41 2020 +0100

    Sample Index *WIP*

commit 2853d8b25eabd0dcf3f5af4718d71f17685d5a7b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 15:54:29 2020 +0100

    *Remove End expression for mesh evaluation (invalid because we can't guess context for this case)

commit d4f09e0cc4c058d07a2c40366e4e0bd45476d7fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 12:00:30 2020 +0100

    Add minimal integration for newly added VFXExpressionVertexBufferFromMesh

commit baf39dcdf6fc340269fb5442c763e4932ead57f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:59:25 2020 +0100

    Add test data (to revert)

commit 7a2fd0337ecc965dcea105dfd34973499f736bb8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:58:53 2020 +0100

    Revert "Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh"

    This reverts commit 6d507a684f14dc09641877d6d691fd96adb63be4.

commit 6d507a684f14dc09641877d6d691fd96adb63be4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:56:51 2020 +0100

    Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh

commit d26b342644bc08c2ab4118a71899bb78a2c303a7
Merge: b1512335cb 40749ce2ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 09:27:26 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit b1512335cb09b7b3e1ee783f991347704c4952be
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 18:24:05 2020 +0100

    Fix after merge

commit 43e25995ca9a15aa0ee5c88297616ccbd3fc5c2d
Merge: e357f4871b 7abaf9bbf2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 17:47:34 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit e357f4871b8c39257c62daf1fe63f85241325712
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 25 08:56:53 2020 +0100

    Fix build in 2020.1 to resolve comment https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/258#pullrequestreview-52608

commit bfc0d9f7aeaa8b34407bfa8279d30bf59cf55099
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 18:44:28 2020 +0100

    *Fix compilation

commit 6cfd2d90292796c5b21e63d01c4b4bf8563c0184
Merge: 41a1a8e212 128101bc63
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 14:56:22 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 41a1a8e212c82b48832ab88f68348c145c0960c6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 15:19:24 2020 +0100

    *Update expression name

commit 27794064fd01207a35e7d967ff322e9d552a2054
Merge: ad597a0388 28f0ca20a0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 10:21:38 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit ad597a03881e11743e68555f985c304ee2d7557d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:18:40 2020 +0100

    Support float or uint read in sample mesh color

commit 8ca98dd9a375431ddc04c7a0cb625c35a2c99f57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 10:05:40 2020 +0100

    Add compatibility code & use new available expression from https://ono.unity3d.com/unity/unity/changeset/6afd1f99b768984023366f3aba746390c763432f

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

com…
PaulDemeulenaere added a commit that referenced this pull request May 17, 2021
* More changelog fixes

* Add missing warning for other block operator using depth (#140)

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#discussion_r79026

* *Adding missing meta file in TestProject

* Missing doc & Deprecate VFXViewModicationProcessor (#143)

* Fix missing doc & Deprecate VFXViewModicationProcessor

Unexpected public API

* *Revert unexpected change

* Fix several issue from @lewisjordan

- fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/143#discussion_r79397
- fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/143#discussion_r79398

* Fix Several issue in Property Binder (#106)

* Fix case 1274790 : Use DestroyImmediate when editor isn't playing

* Fix case 1247230 : Avoid null exposed property

Property entry is modified by UX always not null, however, it requires a default value

* Fix case 1274788 : Missing null check in Hierarchy to Attribute Map

* Fix case 1248711 : Property window view wasn't working

Missing Update, it also fixes Undo/Redo

* *Update changelog

* Fix compilation when ENABLE_LEGACY_INPUT_MANAGER isn't enabled

Should be fix for 10.2

* Fix case 1279471 : Avoid OnMouseDown/Up/... declaration

Game scripts or other custom code contains OnMouse_ event handlers. Presence of such handlers might impact performance on handheld devices." when building for Android/IOS

* Fix positionDepthOperator ref images

* Add one pixel to height in non wide mode so that margin is equal to wide mode. (#145)

* Update CHANGELOG.md

* Fix API validation

* Harmonize Composition in Position / Velocity Blocks (#44)

* Base refactor + Attempt to get position from AABox (not working for thickness ATM)

* Fixed cone syntax issues + correct computation of AABox direction

* Added Variant providers + Composition in Sequential

* Updated Variants for Shape Sequential Blocks

* Harmonized Namings + added composition to Position Depth

* Updated Changelog

* Fixes for PR

* Fixed Blend Composition in Sequential

* Added Direction to PositionSequential

* Fixes in Position Circle / Set Blend factor in shapes to 1.0 by default

* Used Absolute Box size as expression

* Propal for https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44/files/e029bb9ec37555e70af21a97399774667030c031#r61533

Use case by case approach for direction of AABox

* *Temp add test data for graphicTest

* Fix ApplyAddressingMode : clamp & mirror was overflowing, mirror has also a wrong pattern

* Edit graphicTest

* Move 014 to common package

* Add 014_PositionBlock in editor test listing

* Precompute line_direction in PositionLine

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44/files#r67908

* *Add reference images

* Fix editor test (wrong reference data)

* Fix issue introduced at 9c54056a68e9ef90354e969e9baba18aa552f8f4 : Looping correctly the circle

See also : https://unity.slack.com/archives/G1BTWN88Z/p1598508170069200?thread_ts=1598429838.039200&cid=G1BTWN88Z

* Probably uploaded the wrong image reference for standalone

* *Update reference images (I think I mess up twice, I should double check the change in motionVector)

* Fix build (VFXExpressionCondition now supports uint)

* *Temp* Delete motion vector reference image, should regenerate them from yamato.

* Readd reference image using yamato result at b9a04b7424323e0c3801e34c13213c4050f020f1

* *Update changelog

Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44#discussion_r70582

* Fix PositionTorus when used in vertex shader

* Fix multiple definition of UNITY_PI

* Fix changelog

bad automatic merge

* Fix incorrect volume

Base radius while computing volume factor on sphere & circle : use fix approach from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/89 using name instead of index
See : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/44#issuecomment-28990 & https://docs.google.com/document/d/1RAVkfmMQA9D_hKkJyt6PKOgRs8JHkjlYRhcfBtIU1Ag/edit?disco=AAAAJ7Z4S18

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix 1285603 View and Object mode of Shadergraph position node don't return proper values (#141)

* Update VFXShaderGraphParticleOutput.cs

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix collapse exception and added automated test (#149)

* Misc fixes for vfx shadergraph integrations  (#130)

* Diffusion profile has PropertyType.Float but isn't castable in Vector1ShaderProperty : safeprof code

* Unity serialization produced a beast with object.ReferenceEquals(null) != 0 and instanceID == 0 foolProof code for this

* Update CHANGELOG.md

* Small fix for collapse test

* Some extra security around error feedback (#153)

* Prevent exceptions from making notification stay. Prevent exception in errors to potential break the ui

* Prevent list from being badly deserialized.

* Fix Event connected directly to Output Event (#152)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Misc fixes in strips (#136)

* Vfx/feature/strips improvements (#265)

* Add spanwIndexInStrip attribute

* Fix particleCountInStrip in Init

* Add OrientStrip block

* Remove some useless code

* Add From Target Position mode in Orient Strip

* Update changelog

* Fix SpawnOverDistance

* Fix reference images

* Fix changelog

* Merge Orient and OrientStrip blocks

* Remove FaceCameraPlane from strips

* Sanitize quad strip orientation

* Update VFX

* Update changelog

* Add error feedback

* Use IsPerspectiveProjection

* Fix GetStripTangent for lines

* Add subpixel AA to head and trails template system

* Add strip variant for intialize in menu

* Fix for errors not appearing after convert output

* Update graph version

* Fix ribbon VFX

* Fix spawnIndexInStrip (tooltip + init)

* Fix issue with inspector not triggering OnSettingChanged

* Check that a converted output could keep the same flow links.

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Revert adaeba7f20802aa19fe089463e1abfaf2a0488e6

* update vfx

* Update URP assets

* Update URP ref

* Vfx/fix/additional subgraphs 2 (#155)

* Updated Changelog

* Updated Blocks with Fixes and Missing Workflows

* update VFX additions

Co-authored-by: Thomas Iché <peeweek@gmail.com>

* Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139)

* Reindex the TEXCOORD[n]

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix serveral minor issues (#103)

Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458987790
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988272
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988870

* Update rebuild all script to take subgraph into account

* Update VFX assets

* Fix URP vfx assets

* Allow Set Spawn Count & Set Spawn Time

TODO : List Spawn count in available variant

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs

* Add comment

* Add explicit attribute SpawnCount

Remove also some dead code, remove hack since we have now a reachable spawnCount attribute

* Fix potential issue : spawnCount supposed to be first in all eventAttribute

* Fix incorrect spawner ordering *WIP*

* Missing *important* change

* Add spawner test to cover behavior of CollectSpawnersHierarchy

* *Commit temp data, I wil remove them before starting the PR

I would like to test/check the sanitize manually

* Move Get Spawn Count to deprecated

* *Move old attribute to "deprecated" folder

* Sanitize GetSpawnCount using VFXAttributeParameter & VFXInlineOperator

* Remove test data

* Add set spawn test

* Fix unexpected exception since globalAttribute can be empty if there isn't any spawner linked

* Minor : update comment

* *Update changelog

* Minor update in changelog.md

* Remove unexpected expcept with leads to incorrect depth count

* *Update expected reference image changes

* Remove TODOPAUL

* Fix Event connected directly to Output Event (revival) (#154)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Fix regression with subgraph

* Add Subgraph_Event_Link_To_Spawn editor test

* spawnCount & spawnTime can be stored per attribute

Use specific exception for set spawn event attribute.

* Fix changelog

Add entry in the right place from 0009e5373ddd6927977fc8054e2ab16c14b5e81b

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...) (#163)

* Fix debug view material

TODO : Add GraphicTest

* Fix tab/space mix

* Add HDRP debug scene

* *Add reference image for HDRD_Debug(Property)

* *Update changelog.md

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Add the necessary openasset callback for the system to know if we open the asset inside the editor. (#118)

* Added OnOpenAssetAttributeMode.Validate

* added UNITY_2021_1

* remove the shaders has they are not edited in the editor.

* Fix macro

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* “Refactor”

* "Refactor" bis (some file has been missed)

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* *Apply formatting on branch

* Workflow improvement : Change VisualEffect inspector "Edit" button to "New" when no asset is set. (#173)

* Base Commit
* Documentation
* Updated Changelog
* Fixed Typo

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Added excludeFromTAA setting to VFX outputs (#170)

* Added excludeFromTAA setting to VFX outputs

Added excludeFromTAA setting to VFX outputs.
Currently it is only supported in HDRP suboutputs.
Required adding ${VFXStencilForward} variable to forward pass templates

* Update VFXHDRPSubOutput.cs

suport exclude from TAA in transparent only

* Added documentation to exclude from TAA property

* Graphic test

Added graphic test: 32_ExcludeFromTAA

* Update graphic test background for better contrast

* Update CHANGELOG.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Missing Reference image for test 32_ExcludeFromTAA

* Add test to cover case exposed by 1258022 (#54)

* Fix Custom Spawn serialization (#132)

* Allow Set Spawn Count & Set Spawn Time

TODO : List Spawn count in available variant

* Fix reference lost in m_SerializableType

No idea of implication of this :-/

* Squashed commit of the following: (retrieve fix from @tristan)

commit c24981d7dad15100eb40a92a6a9370e9ba800acd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 17:27:57 2020 +0200

    Update message from @vlad suggestion

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

commit a87ba182b30da7683e31a29048c9f2f3a0312927
Merge: 13b501e15863 296ffd333bcf
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:25:02 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/error-at-creation

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 13b501e158634dfc98b96058723d248cd5d1f34d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:24:27 2020 +0200

    *Add warning for CollisionDepthBuffer

    Update & Fix Changelog.md

commit 4bfb1e7c9874d8a9403ca5267d1e10735e52a87b
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Oct 8 18:10:42 2020 +0200

    Fix for displaying error from the creation of a node.

* Add error feedback on failing custom spawner reference

* Revert "Allow Set Spawn Count & Set Spawn Time"

This reverts commit 0a6c75cc54072b831dcc56bffc3bbe04734d3324.

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs

* Remove unexpected change

* *Revert change in changelog

* *WIP* add ResolveCustomCallbackInstance

Some refactor mark as "TODOPAUL"

* Clean implementation : customBehavior & comment

* *Add test to cover sanitize before modify references

* Change namespace for builtin custom spawner & sanitize

* Extend test to verify connexion

* *Update changelog.md

* Add specific error if customBehavior returns null

* Fix corner case when ScriptableObject reference has been lost

* Work but not idea with copy/past + potential leak

* Better implementation : use directly "MonoScript"

* Fix spawnerTest

* Rename "Can't found" => "Can't find"

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

Issue introduced with https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136
And more precisely https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136/commits/27c041da92ec89407ae775fe4c4f24681f156cb8

* [Test] Add test to cover "Thread Group Size" error (#104)

* Add test

* Add test to cover behavior from case 1271839

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Sample Point Cache Operator (#92)

* Initial commit

* Overflow handling options for the user

* Addressing mode for overflow to the choice of the user

* Foldable to Constant value

* Update 09_PointCache.vfx

* Added reference images

* Remove float-to-integer conversion

* Put the choice of the output type in the Inspector only

* Simplify output type handling

* Sample Point cache != Attribute map => two operators

* Update Branch (error .yamato/docs/editor_pinning.png)

* Update SamplePointCache.cs

* Update 09_PointCache.vfx

* Output type set in a cogwheel

* Update 09_PointCache.vfx

* Revert "Update Branch (error .yamato/docs/editor_pinning.png)"

This reverts commit 02f6b6c993c2382bb10669edd16f7d06876a0cbc.

* Restore vfx asset

* Revert back to using generics for type handling

* Update SampleAttributeMap.cs

* Reformating + changelog

* Update 09_PointCache.vfx

* Update SamplePointCache.cs

* Refactor of AttributeFromMap using VFXExpressionSampleAttributeMap

* Merge branch 'vfx/staging' into vfx/feature/sample-point-cache

* Revert "Merge branch 'vfx/staging' into vfx/feature/sample-point-cache"

This reverts commit b4a03e182a3e106c2fabc262777615f9c3b94a7e.

* Fix point cache vfx + update HDRP vfx

* Update URP assets

* Fix changelog

* Fix Case 1223747 - NaN caused by normal bending (#181)

* Update Pass.template

* Update CHANGELOG.md

* 1293608 - Fix LPPV not working in deferred (#180)

* Enable LPPV in HDRP test project

* Fix LPPV for gbuffer pass

* Add graphics test

* Update changelog

* Fix 1290493 - Spaceship specific warnings (#176)

* Avoid implicit trucation in template + safe normalize setting

* Update CHANGELOG.md

* Added variants

* Delete conditioning on GPU evaluation + conservative safe normalize

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix formatting

* Update 26_NonUniformScale kind of sky : gradient instead of procedural

* Fix regression from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/176

Issue introduced at 44f497b438b46a54072721d335910bfab3e392ef : Incorrect VFXExpressionCondition
See also : https://unity.slack.com/archives/G1BTWN88Z/p1607963794139900?thread_ts=1607955907.136600&cid=G1BTWN88Z

* Disable Gradient Sky in 26_NonUniformScale & 33_LightProbe

* *Update VFX (newly introduced safeNormalize, default 0)

* Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA

* Revert "Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA"

This reverts commit ddee2e356dc7e529cad2904836fef8a688e546a8.

* 32_ExcludeFromTAA : Disable XR

* 33_LightProbe : Slighlty increase treshold from 0.0005 to 0.0006

* *Update Image Reference for D312 (mainly missing file)

* *Disable 32_ExcludeFromTAA

Instability detected.

* *Add missing D3D12 image references

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Prevent pasting context within operator/block subgraph

* Fix case https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/191#discussion_r102007

Fix Approximate english log warning

* Update VFXPaste log message

Missing "the"

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Remove the direct link to initialize constraint

* Add initSystems collection from event link

* Add editor test to cover Safe Normalize behavior (#189)

* Draft of specific code to handle dynamic source spawn event

* - Change default SpawnCount value to 1.0f (it will be more consistent & ease debug)

* Fix incorrect systemIndex computation

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fix incorrect indexOfData (sill *wip*)

* *Commit test data (to remove)

* Texture2D Array Layout for Flipbooks (#97)

* Initial commit, working for planar primitives only

* Increased support to Cube, Decals, Meshes, Lit Planar Primitives, Lit Meshes

* Correct handling of depth pass

* Added Reference images for test

* Added graphic test / restore defaut HD Material

This reverts commit 1d8c36af255f41e515cbe3c87ea691125cd43077.

* Update Test References

* Added Tooltips, simplify input type selection

* Fix handling of Lit Mesh output

* Automatic Flipbook size for Array Layout

* Delete the flipBookSize slot when Texture2DArray is set

* More explicative Tooltip + end of flipbook blend fixed

* Update CHANGELOG.md

* Distortion Quad and Mesh output support

* Update VFXAbstractParticleHDRPLitOutput.cs

* Retrieve changelog from staging

* Added entry

* Motion Vector generation improvements (#194)

* Added VFX_FEATURE_MOTION_VECTORS_VERTS mode to store motion vector info per vertex

Optimized default motion vectors mode to store 4x3 matrix instead of 4x4.
Added mode to store each previous vertex position for quads, triangles, lines and points.
Refactor of motion vector defines.

* Motion vectors support in lines and points

* Resize buffer according to the element size

* fix points and lines when not using the optimization

* Fix motion vectors for lines

* Changes suggested in review

- Removed misplaced comment in VFXLineStripOutput
- Access VFXLineOutput useTargetOffset through GetSettingValue in VFXOutputUpdate
- Moved previous frame position calculation to the end of OutputUpdate compute
- Added 4 bytes per particle for last frame index in elementToVFXBufferMotionVector buffer
- Added noperspective when using VFX_FEATURE_MOTION_VECTORS_VERTS, through VFX_FEATURE_MOTION_VECTORS_INTERPOLATION define.
- Fixed order of verts in lineSW particles.

* Missing define rename in ParticleMeshes/PassForward.template

* Improved condition for discarding due to not enough indirect buffers

* Missing renaming of WRITE_MOTION_VECTOR_IN_FORWARD for particle lit meshes

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of contents  (#199)

* Added what's new documentation for version 10

* Updated image and minor rewording

* Added link from what's new to node library

* Updated changelog link

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* HDRP - Fix Debug View Material (#182)

* Fix fallback (?) depth state in debug view material

Not sure about this : should double check with HDRP team

* *Update changelog

* *Updare reference image

It corresponds to the result in 7.x.x & 8.x.x

* *Apply reformat

* *Apply reformat (bis)

* Fix CameraFade for shadows (#179)

* Fix CameraFade for shadows

+CameraFade was taking the distance to the light when rendering the shadow map.
+Added setting to optionally affect shadow, with warning for multiple cameras
+Implemented functions to get camera position and direction

* Update CHANGELOG.md

* Update CameraFade.cs

-Change fade default value to false.
-Fix behaviour when affect shadows is false

* Update documentation

Added Affect shadows setting

* Update documentation

Modified AffectShadows setting description following @lewisjordan suggestions

* Move camera functions to VFXCommonOutput

* Remove ${VFXFragmentCommonFunctions}

${VFXFragmentCommonFunctions} was used only for the VFXCommonOutput.hlsl include, which is now generated by VFXCodeGenerator as part of ${VFXPerPassInclude}

* Correct Sign operator node output for float when input is 0.0f (#190)

* Changed specialization for floats to be consistent with others.

* Update CHANGELOG.md

* Update test

* changed sky, emission scale, and updated references (#203)

* Fix ProcessOperatorSign test

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/190 & this change 1d6e19db547ca6a79f75c839825e15943fde6288

* Allow remaking an existing link. (#146)

* Allow remaking an existing link.

* Update CHANGELOG.md

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* ShaderGraph loosing reference while updating (sync with 7.x.x) (#185)

* Use explicit GetOrRefreshShaderGraphObject & always lazy init the shadeGraph access.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphPostProcessor.cs

* Fix shaderGraph not listed in VFXModel

This is actually an issue in VFXModel.GetSettings, we don't have any cases like this where the parent value is private.

* Update changelog.md

Same entry than https://github.com/Unity-Technologies/Graphics/pull/2873/

* Removing changelog entry

The actual fix was already there, this code is only a synchronisation with 7.x.x & prior version.

* *Minimal test to check actual content of modified property after an override (#171)

* Add test to cover behavior from https://fogbugz.unity3d.com/f/cases/1122404/ (#196)

* *Updating reference image for D3D12

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/182

* *Extend test

* More consistent behavior : always list spawnCount first (before any other attributes)

* More consistent behavior : always list spawnCount first (before any other attributes)

* Fix source of attribute : event should also be considered

* Force re-apply formatting

* Fix ordering for "+" button in blackboard (#197)

* Add test to cover behavior of https://fogbugz.unity3d.com/f/cases/1300115/ (#192)

* Fix changelog.md (new entries should be in 12.0.)

* *Update changelog.md (unexpected diff in 11.x.x)

* [Fix Case 1221557] Checkbox Age Particles consistency (#202)

* Provides consistent behavior with Add Age and Set Age

* Update Changelog

* update changelog

* Add _CameraViewMatrix shader variable (#208)

Add _CameraViewMatrix shader variable in HDRP, instead of using legacy unity_CameraToWorld.
Remove functions using unity_CameraToWorld from VFXCommonOutput.hlsl and move to SRP specific VFXCommon.hlsl files

* Fix compute culling compilation in URP (case 1309174) (#210)

* Add GeometricTools.hlsl include

Missing include containing DistanceFromPlane function used by IsSphereOutsideFrustum

* Update changelog

* *Proper test (ready to be shared with HDRP project)

* *Reduce m_SourceCount to minimal value

* HotFix for source code generator

* Remove the 0 size buffer constraint for sourceAttributeBuffer of initialize

* [pCache] Fix minor UX issues (#207)

* Disable mesh statistic field

* Fix cancel while save texture

* Fix create pCache from unreadable texture

* *Update changelog.md

* Fix missing disable for Texture Statistics

* Disable motion vector per vertex optimization (#214)

Temporarily disable motion vector per vertex optimization.
Small refactor for vertex count calculation

* Fallback for camera buffers from Main camera (#200)

* Add setting for main camera buffer fallback

* Move enum to C++

* Update changelog

* Rename setting to Main Camera fallback and the option "None" to "No fallback"

* Added an entry for Main Camera feedback in the preferences doc.

* Updated tooltip

* Reworded tooltip and doc entry

* Added doc entry for User Systems.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [VCS] Handle correctly locked asset (#193)

* Prelimary refactor : gather IsAssetEditable in common test to ease testing

* Move always m_LockedElement in front

* Fix inspector of slot container when asset is locked

* Fix inspector for VFXManager when asset is locked

* *Update changelog.md

* Fix incorrect cast in VFXSlotContainerEditor

* Use m_LockedElement in blackboard & redirect it when needed

Simplify integration from m_ComponentBoard

* Fix case 1243947 : Debug View artefact

Correctly clear the VFXDebugView while reassigning

* *Update changelog.md

* Let selection passing through locked label : it allows inspection

* Fix locked label in blackboard when empty

* Fix "Shader Value is not saved when switching between VFX Manager and Version Control"

* Prevent Drag&Drop when asset is locked

* Prevent tricky way to instantiate BuildContextualMenu

There was an issue while clicking on left & right at the same time

* Fix two issue with target

- Attach a stopped visualEffect component
- Stop & Reset behavior

* Fix UpdateDebugMode which could be called too soon

In the case of an not yet loaded VisualEffect component (because the VFXGraph has been just recompiled)

* Fix ordering

We want the "asset locked" just after contentViewContainer and not just before m_ComponentBoard

* Update maxAlive state checking the actual IsAssetEditable during update

* Fix locked issue with the VFXParameterEditor

Should disable everything if IsAssetEditable returns false

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/193#discussion_r109552

blackboard => componentBoard

* Mesh Index & Skinned (#30)

* Squashed commit of the following:

commit f51b7d616b77487339b2ec3db1e2e8bee35b3ae1
Merge: 2589034c08 229945b992
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:32:10 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling-support-texcoord-dimension' into vfx/feature/mesh-sampling-index-buffer

commit 229945b99247402006916c9c73a640d2b5662486
Merge: d26b342644 4cd4cb244d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:31:23 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 2589034c088795ba63bf61f22e8ba84a7ffe7607
Merge: 47e04162e6 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:24:43 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling-index-buffer

commit 47e04162e60683e331c930a02e77f6d5eeae568e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:18:43 2020 +0200

    Minor : add a TODO

commit a7bd11748549e25789e7515c50b1c3d96499301b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:17:32 2020 +0200

    Actually, keep minimal scope for VFX_GENERIC_BUFFER, it's useful for platform testing purpose.

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 0f9fc14afb9e6e8666b39860bd84922eba4a64e5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:49:52 2020 +0200

    Remove temporary code

commit bc8121349789de632d1115a7804a17b882559e1b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:02:23 2020 +0200

    Choose StructuredBuffer<float> over ByteAddressBuffer

commit 21b9d002b29b9887da8661f32505973e75d0420f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 30 17:16:37 2020 +0200

    Change Buffer<uint> to Buffer<float> to avoid dx warning issue.

commit be691cd625a18194c5662de17c952613b4f591e3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 19:06:25 2020 +0200

    Fix alignement for ByteAddressBuffer

commit 3ec05dfadefc483507d3de12caf4a2e216af6e66
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 17:58:05 2020 +0200

    WIP : Trying to move to ByteAddressBuffer

commit 2cf1db8679851ff55afcd5f17afa8a52b4d9e179
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 18:06:49 2020 +0100

    add note for later

commit e6fd7c1931919c657b7c65f8197be03e387e56dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:44:24 2020 +0100

    *Draft test data (will be removed)

commit c84f0e927ebe00f655d3fb92bbe98d6c03fdcf34
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:16:12 2020 +0100

    Fix expressionMesh format

commit 6f48ffbdb55f38da5750f63fc1a38d79a5d19800
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:01:01 2020 +0100

    Update draft test

commit edec8e1e997188e0dbc82ad9bb38e0ac178476d2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:00:41 2020 +0100

    Sample Index *WIP*

commit 2853d8b25eabd0dcf3f5af4718d71f17685d5a7b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 15:54:29 2020 +0100

    *Remove End expression for mesh evaluation (invalid because we can't guess context for this case)

commit d4f09e0cc4c058d07a2c40366e4e0bd45476d7fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 12:00:30 2020 +0100

    Add minimal integration for newly added VFXExpressionVertexBufferFromMesh

commit baf39dcdf6fc340269fb5442c763e4932ead57f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:59:25 2020 +0100

    Add test data (to revert)

commit 7a2fd0337ecc965dcea105dfd34973499f736bb8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:58:53 2020 +0100

    Revert "Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh"

    This reverts commit 6d507a684f14dc09641877d6d691fd96adb63be4.

commit 6d507a684f14dc09641877d6d691fd96adb63be4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:56:51 2020 +0100

    Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh

commit d26b342644bc08c2ab4118a71899bb78a2c303a7
Merge: b1512335cb 40749ce2ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 09:27:26 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit b1512335cb09b7b3e1ee783f991347704c4952be
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 18:24:05 2020 +0100

    Fix after merge

commit 43e25995ca9a15aa0ee5c88297616ccbd3fc5c2d
Merge: e357f4871b 7abaf9bbf2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 17:47:34 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit e357f4871b8c39257c62daf1fe63f85241325712
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 25 08:56:53 2020 +0100

    Fix build in 2020.1 to resolve comment https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/258#pullrequestreview-52608

commit bfc0d9f7aeaa8b34407bfa8279d30bf59cf55099
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 18:44:28 2020 +0100

    *Fix compilation

commit 6cfd2d90292796c5b21e63d01c4b4bf8563c0184
Merge: 41a1a8e212 128101bc63
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 14:56:22 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 41a1a8e212c82b48832ab88f68348c145c0960c6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 15:19:24 2020 +0100

    *Update expression name

commit 27794064fd01207a35e7d967ff322e9d552a2054
Merge: ad597a0388 28f0ca20a0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 10:21:38 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit ad597a03881e11743e68555f985c304ee2d7557d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:18:40 2020 +0100

    Support float or uint read in sample mesh color

commit 8ca98dd9a375431ddc04c7a0cb625c35a2c99f57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 10:05:40 2020 +0100

    Add compatibility code & use new available expression from https://ono.unity3d.com/unity/unity/changeset/6afd1f99b768984023366f3aba746390c763432f

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Sample mesh, add placement mode : Surface & Edge *WIP*

* Some experiment with low distorsion mapping

* *WIP* debug data (will be removed anyway)

* Clean BarycentricCoordinatesBis

* Fix to graft : support for flag enum in inspector

* Add animation test data from @vlad

* Test scene *WIP*

* Use GetVertexStride depending of channelIndex & VFXExpressionVertexBufferFromMesh depending of channelFormatAndDimensionAndStream

* *WIP* pushing test data

* *Push Some test data (will be removed)

* Fix test adding a *WIP* note

* Minor fixes after merge

* Add SkinnedMeshRenderer exposable

* Add SkinnedMeshRenderer in IsTypeConstantFoldable

* Add VFXExpressionSampleSkinnedMeshRendererFloat & co support (it should be factorizable)

* Move hexahredron to common data, it will be convinient for graphicTest

* Fix PositionMesh (bad merge)

* Implement Graphic Test for skinned mesh (not yet tested in standalone yet)

* *Add reference images

* Clean some code, remove intermediate compatibility code

* Add variant provider for sample mesh

* Factorize sampling function to share them with PositionMesh

* Start factorization of SamplePositionMesh

* Add simple TODOPAUL

* Add another TODOPAUL

* Change VertexAttributeFlag to VertexAttribute, use proper mesh type in MeshPosition

* Implement surface coordinate & sample vertex for position mesh

* Remove test data & Update actual graphicTest

* Use nameof instead of verbatim (this code will not be backported)

* Fix sample edge

* Add skinned & mesh index/vertex count

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* *Update reference image for mesh sampling

* *Add sampleMesh index for skinned & mesh

* Fix after merge (wasn't so obvious but now works \o/ Can be factorized)

* Simpler update to use now available ByteAddressBuffer

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
#	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionAbstract.cs
#	com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl

* Revert "Simpler update to use now available ByteAddressBuffer" (onluy VFXCommon.hlsl)

This reverts commit 65b5ce1c588b969b95726a83d06a34a386a8c16d.

* Fix compilation

* Fix wrong return type of FetchBuffer

* *Restore lost test for triangle sampling

* Proper sample OOB fix

* Use explicit branch in SampleMeshReadFloat : we aren't supposed fetch in invalid buffer

* Enable GPUSkinng, default mode

* Remove float cast for condition since we are able to compare uint

* Factorize insertGPUTransformation using the common switch

* Clean multiple place where "ByteAddressBuffer" is declared

* Simply generated code verifying at http://shader-playground.timjones.io/d7df4e7dbec05529d6943aacca2812b9

* Remove unexpected restored file (as been renamed)

* *Update changelog

* *Fix build

* *Update image reference

* Remove useless case in GetFunctionParameterType (ByteAddressBuffer is in TypeToCode anyway)

* Fix after merge

* First draft of documentation for sample mesh

* *Update documentation

* *up doc

* *documentation

* Add documentation for Mesh Index Count & Vertex Count

* *documentation

* *Remove unexpected change & deprecated code

* *documentation

* Remove unexpected change in changelog.mp

* *Apply formatting

* *Update documentation

* Minor documentation update

* Documentation : add "inspector" flag when relevant

* Rename confusing "x" in "edge"

See https://docs.google.com/document/d/1VbIc5pMkgFX2Ui4-LWrZ7uQ4EKlXlFxWWW4ufcex70I/edit

* *Remove deprecated MeshSampling & Update TOC

* Reviewed the Set Position(Mesh) doc

* Reviewed mesh index count doc

* reviewed the rest of the sample mesh operators.

* Fix ToC & rename some "Skinned Mesh Renderer" in "Skinned Mesh"

* Missing minor change

* *Reupdate VFX after merge

* Fix several tooltip issues

- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89530
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89531
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89532
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89533
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89534
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89535
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89536
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89538
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89539
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89540
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89541
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89542
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89544
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89545
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89546
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89547
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89548
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89549
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89550

* Forgot to stage files from previous commit d8c1bef513605c8c7b40ec855cfe2be4de2e7d5e

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109724

Remove not needed UNITY_2020_2_OR_NEWER condition

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109727

Isolate helper function to VFXMeshSampling.hlsl

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109725

- Rename sourceExpression to targetExpression
- Add InvalidOperationException if we are detecting an unexpected graph

* Add missing compile of channelFormatAndDimensionAndStream

- Check branch behavior
- Trying to find infinite recursion due to dependent sampling
- TODO : Add an editor test to inspect the actual generated graph (already checked in debug)

Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* *Update all VisualEffectAsset

"flipbookLayout: 0" everywhere
+ Some missing meta in test project (minor)

* *Apply formatting

* *Update missing reference images

* Other missing update screenshot & missing meta

* Fix formatting : this change can be grafted directly on master

* Three minor fixes from https://github.com/Unity-Technologies/Graphics/pull/3414

- Wrong Image reference : Fix D3D11 standalone
- Unconsistent debug assert (the recreate can be called on subslot) : Fix Space_Slot_Sanitize_Still_Possible_ArcSphere
- CreateComponentWithAllBasicTypeExposed : remove VFXValueType.CameraBuffer from list of tested exposed type (it can'td irectly be exposed)
These change can independantly land in `master`

* Fix incorrect changelog.md in com.unity.visualeffectgraph

* Remove unexpected duplicated entry in changelog.md

* Fix changelog : unexpected removed entries in 11.x

* *Update changelog.md

* Fix build

* Rename vfx file

* [BRP] Fix Shader Compilation (#216)

* Fix incorrect direct access to GetWorldToObjectMatrix

* *Update changelog.md

* Proper virtual in VFXData to handle hasDynamicSourceCount in VFXCodeGenerator without cast

* Refactor GenerateComputeSourceIndex

* Store system index in VFXContextCompiledData

Avoid this "Anticipate what will be index of this particle system, not ideal and arbitrary."

* Minor : rename define

* Simplify FillEvent implementation using directly EventStructure

* *Add mixing test

* Update VFXSettings for 016

* Move 016 to common test package

* *Update using HDRP

* *Add 016_DirectLink to EditorBuildSettings

* Sphere and cube outputs as experimental

* *Update test to have a clearer and more stable behavior & Add editor reference images

* Minor : fix compilation warning

Check locally :
016_DirectLink (1.714s)
---
The referenced script (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object 'Main Camera') is missing!

* *Missing editor build settings update

* Add castShadows as additionalMappings in VFXStaticMeshOutput (#217)

* [Orient] 'Look At Position' particle disappearance (#101)

* Expensive fix

Computes two cross products to avoid the case when one of them is zero. Is it faster than branching to check ?
Is this edge case worth the additional cost ?

* More explicit approach/similar instruction cost + LookAtLine

* Update Orient.cs

* Handles edge case when cross(axis1, axis2) = (0,0,0) for all Orient variants

* Small mistake in the exception message

* Factorize SafeNormalizedCross

* Update changelog

* Added information about compute shaders and ssbos (#222)

* Added information about compute shaders and ssbos

* Added recommendation to use Vulkan over OpenGL ES

* Removed 'two'

* Added entry about vfx graph not being out of preview for mobile platforms

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [Fix] PropertyBinder : Reset & Undo (#212)

* Fix missing record object for proper undo/redo & reset

* *Update changelog.md

* Fix issue https://favro.com/organization/c564ede4ed3337f7b17986b6/1973edb4634ba00a90689144?card=Uni-160638

* Avoid VFXPropertyBinder to be added twice

* Fix incorrect reference after copy past

* Fix RemoveComponent clearing property binder first

* Handle Copy/Past \o/

* Let the LateUpdate without any editor code & use Update (avoid the one frame of latency for inspector)

* Remove useless recompute of GetComponents every frame, and use Reload (safer)

* Remove dead code

* *Add new entry in changelog (side improvement/fix)

* *Update comment

* [Fix] Null Ref Exception due to IsAssetEditable (#221)

* Resource can be null on a block inspector while we are removing it

Use safe check of resource before IsAssetEditable

* *Update changelog

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/221#discussion_r113060

* [Fix] Component Board UX issue (#220)

* Fix missing call to OnSelectionChanged on first display (before selection changed called)

* Fix change from component notifying the VFXView

* Fix toggle component board state

* Minor fixes

* *Update changelog.md

* Add custom namespace for test script

* Minor code update

* Remove reflection about compileInitialVariants : it's available since 19.3

* Remove unexpected entry in changelog.md

* *Update (some) reference images

* Restore the constraint on OutputEvent & Event

It can't work because we aren't generating any data in that case

* *Update reference image URP

* *Update reference images

* *Update changelog.md

* Fix build of VFXSpawnerTest.cs

* [Fix] System name 'Model is not registered' (#224)

* *Add editor test to catch corner case issue with system name

* Move Create_Simple_Graph_Then_Remove_Edget_Between_Init_And_Update_TestCaseto VFXGUITest

* Actual fix of 1315593

The flow edge change is only triggering kConnectionChanged so, if you are trying to access m_SystemNames before compilation

* Remove unexpected change

* [Test] Revert after change  (#213)

* Local test (I'm using git diff to check actual file change)

* test adding a lit mesh output

* *Testing with shaderGraph

* *test bis

* *Add unit test to cover unexpected increasing size

* Properly implement the test

* Remove test data

* *Temp lot of log & save it to independant file

* HotFix : UpdateSubAsset in OnPreprocessAsset

Shouldn't be necessary, the actual problem is maybe in C++ implementation

* Clean test & add comment

* *WIP* Serialization test which seems (tm) to reproduce the same issue

* To revert : experiment adding log while loading VFXSerializableObject

*Without Import Asset after write*
Saving : 100
Loading : 100
Loading : 100
OnBeforeSerialize : 100
Saving : 101
Loading : 101
Loading : 101
OnAfterDeserialize : 100
Loading : 100
=> Test fail !

*With Import Asset after write*
Saving : 100
Loading : 100
Loading : 100
OnBeforeSerialize : 100
OnAfterDeserialize : 100
Saving : 101
Loading : 101
Loading : 101
Loading : 101
OnBeforeSerialize : 101
OnAfterDeserialize : 101
Saving : 102
Loading : 102
Loading : 102
Loading : 102
OnBeforeSerialize : 102
OnAfterDeserialize : 102
Saving : 103
Loading : 103
Loading : 103

* *Revert unwanted change

* Clean & Unify test behavior

* Safety check in newly integrated test (if asset is empty, it isn't expected neither)

* Remove OnCompile : Avoid recompile twice, the WriteAsset is already trigerring an import

* [Test] Add test to cover CopyValuesFrom (#225)

* *Add test to cover CopyValuesFrom issue

* *Extend the newly added test

Check every value in copied values

* Just added a perf marker

* Changed `mobile` to `Android`…
PaulDemeulenaere added a commit that referenced this pull request Oct 22, 2021
* Misc fixes for vfx shadergraph integrations  (#130)

* Diffusion profile has PropertyType.Float but isn't castable in Vector1ShaderProperty : safeprof code

* Unity serialization produced a beast with object.ReferenceEquals(null) != 0 and instanceID == 0 foolProof code for this

* Update CHANGELOG.md

* Small fix for collapse test

* Some extra security around error feedback (#153)

* Prevent exceptions from making notification stay. Prevent exception in errors to potential break the ui

* Prevent list from being badly deserialized.

* Fix Event connected directly to Output Event (#152)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Misc fixes in strips (#136)

* Vfx/feature/strips improvements (#265)

* Add spanwIndexInStrip attribute

* Fix particleCountInStrip in Init

* Add OrientStrip block

* Remove some useless code

* Add From Target Position mode in Orient Strip

* Update changelog

* Fix SpawnOverDistance

* Fix reference images

* Fix changelog

* Merge Orient and OrientStrip blocks

* Remove FaceCameraPlane from strips

* Sanitize quad strip orientation

* Update VFX

* Update changelog

* Add error feedback

* Use IsPerspectiveProjection

* Fix GetStripTangent for lines

* Add subpixel AA to head and trails template system

* Add strip variant for intialize in menu

* Fix for errors not appearing after convert output

* Update graph version

* Fix ribbon VFX

* Fix spawnIndexInStrip (tooltip + init)

* Fix issue with inspector not triggering OnSettingChanged

* Check that a converted output could keep the same flow links.

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Revert adaeba7f20802aa19fe089463e1abfaf2a0488e6

* update vfx

* Update URP assets

* Update URP ref

* Vfx/fix/additional subgraphs 2 (#155)

* Updated Changelog

* Updated Blocks with Fixes and Missing Workflows

* update VFX additions

Co-authored-by: Thomas Iché <peeweek@gmail.com>

* Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139)

* Reindex the TEXCOORD[n]

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix serveral minor issues (#103)

Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458987790
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988272
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988870

* Update rebuild all script to take subgraph into account

* Update VFX assets

* Fix URP vfx assets

* Fix Event connected directly to Output Event (revival) (#154)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Fix regression with subgraph

* Add Subgraph_Event_Link_To_Spawn editor test

* Fix changelog

Add entry in the right place from 0009e5373ddd6927977fc8054e2ab16c14b5e81b

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...) (#163)

* Fix debug view material

TODO : Add GraphicTest

* Fix tab/space mix

* Add HDRP debug scene

* *Add reference image for HDRD_Debug(Property)

* *Update changelog.md

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Add the necessary openasset callback for the system to know if we open the asset inside the editor. (#118)

* Added OnOpenAssetAttributeMode.Validate

* added UNITY_2021_1

* remove the shaders has they are not edited in the editor.

* Fix macro

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* “Refactor”

* "Refactor" bis (some file has been missed)

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Workflow improvement : Change VisualEffect inspector "Edit" button to "New" when no asset is set. (#173)

* Base Commit
* Documentation
* Updated Changelog
* Fixed Typo

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Added excludeFromTAA setting to VFX outputs (#170)

* Added excludeFromTAA setting to VFX outputs

Added excludeFromTAA setting to VFX outputs.
Currently it is only supported in HDRP suboutputs.
Required adding ${VFXStencilForward} variable to forward pass templates

* Update VFXHDRPSubOutput.cs

suport exclude from TAA in transparent only

* Added documentation to exclude from TAA property

* Graphic test

Added graphic test: 32_ExcludeFromTAA

* Update graphic test background for better contrast

* Update CHANGELOG.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Missing Reference image for test 32_ExcludeFromTAA

* Add test to cover case exposed by 1258022 (#54)

* Fix Custom Spawn serialization (#132)

* Allow Set Spawn Count & Set Spawn Time

TODO : List Spawn count in available variant

* Fix reference lost in m_SerializableType

No idea of implication of this :-/

* Squashed commit of the following: (retrieve fix from @tristan)

commit c24981d7dad15100eb40a92a6a9370e9ba800acd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 17:27:57 2020 +0200

    Update message from @vlad suggestion

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

commit a87ba182b30da7683e31a29048c9f2f3a0312927
Merge: 13b501e15863 296ffd333bcf
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:25:02 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/error-at-creation

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 13b501e158634dfc98b96058723d248cd5d1f34d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:24:27 2020 +0200

    *Add warning for CollisionDepthBuffer

    Update & Fix Changelog.md

commit 4bfb1e7c9874d8a9403ca5267d1e10735e52a87b
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Oct 8 18:10:42 2020 +0200

    Fix for displaying error from the creation of a node.

* Add error feedback on failing custom spawner reference

* Revert "Allow Set Spawn Count & Set Spawn Time"

This reverts commit 0a6c75cc54072b831dcc56bffc3bbe04734d3324.

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs

* Remove unexpected change

* *Revert change in changelog

* *WIP* add ResolveCustomCallbackInstance

Some refactor mark as "TODOPAUL"

* Clean implementation : customBehavior & comment

* *Add test to cover sanitize before modify references

* Change namespace for builtin custom spawner & sanitize

* Extend test to verify connexion

* *Update changelog.md

* Add specific error if customBehavior returns null

* Fix corner case when ScriptableObject reference has been lost

* Work but not idea with copy/past + potential leak

* Better implementation : use directly "MonoScript"

* Fix spawnerTest

* Rename "Can't found" => "Can't find"

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

Issue introduced with https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136
And more precisely https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136/commits/27c041da92ec89407ae775fe4c4f24681f156cb8

* [Test] Add test to cover "Thread Group Size" error (#104)

* Add test

* Add test to cover behavior from case 1271839

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Sample Point Cache Operator (#92)

* Initial commit

* Overflow handling options for the user

* Addressing mode for overflow to the choice of the user

* Foldable to Constant value

* Update 09_PointCache.vfx

* Added reference images

* Remove float-to-integer conversion

* Put the choice of the output type in the Inspector only

* Simplify output type handling

* Sample Point cache != Attribute map => two operators

* Update Branch (error .yamato/docs/editor_pinning.png)

* Update SamplePointCache.cs

* Update 09_PointCache.vfx

* Output type set in a cogwheel

* Update 09_PointCache.vfx

* Revert "Update Branch (error .yamato/docs/editor_pinning.png)"

This reverts commit 02f6b6c993c2382bb10669edd16f7d06876a0cbc.

* Restore vfx asset

* Revert back to using generics for type handling

* Update SampleAttributeMap.cs

* Reformating + changelog

* Update 09_PointCache.vfx

* Update SamplePointCache.cs

* Refactor of AttributeFromMap using VFXExpressionSampleAttributeMap

* Merge branch 'vfx/staging' into vfx/feature/sample-point-cache

* Revert "Merge branch 'vfx/staging' into vfx/feature/sample-point-cache"

This reverts commit b4a03e182a3e106c2fabc262777615f9c3b94a7e.

* Fix point cache vfx + update HDRP vfx

* Update URP assets

* Fix changelog

* Fix Case 1223747 - NaN caused by normal bending (#181)

* Update Pass.template

* Update CHANGELOG.md

* 1293608 - Fix LPPV not working in deferred (#180)

* Enable LPPV in HDRP test project

* Fix LPPV for gbuffer pass

* Add graphics test

* Update changelog

* Fix 1290493 - Spaceship specific warnings (#176)

* Avoid implicit trucation in template + safe normalize setting

* Update CHANGELOG.md

* Added variants

* Delete conditioning on GPU evaluation + conservative safe normalize

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix formatting

* Update 26_NonUniformScale kind of sky : gradient instead of procedural

* Fix regression from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/176

Issue introduced at 44f497b438b46a54072721d335910bfab3e392ef : Incorrect VFXExpressionCondition
See also : https://unity.slack.com/archives/G1BTWN88Z/p1607963794139900?thread_ts=1607955907.136600&cid=G1BTWN88Z

* Disable Gradient Sky in 26_NonUniformScale & 33_LightProbe

* *Update VFX (newly introduced safeNormalize, default 0)

* Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA

* Revert "Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA"

This reverts commit ddee2e356dc7e529cad2904836fef8a688e546a8.

* 32_ExcludeFromTAA : Disable XR

* 33_LightProbe : Slighlty increase treshold from 0.0005 to 0.0006

* *Update Image Reference for D312 (mainly missing file)

* *Disable 32_ExcludeFromTAA

Instability detected.

* *Add missing D3D12 image references

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Prevent pasting context within operator/block subgraph

* Fix case https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/191#discussion_r102007

Fix Approximate english log warning

* Update VFXPaste log message

Missing "the"

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Add editor test to cover Safe Normalize behavior (#189)

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Texture2D Array Layout for Flipbooks (#97)

* Initial commit, working for planar primitives only

* Increased support to Cube, Decals, Meshes, Lit Planar Primitives, Lit Meshes

* Correct handling of depth pass

* Added Reference images for test

* Added graphic test / restore defaut HD Material

This reverts commit 1d8c36af255f41e515cbe3c87ea691125cd43077.

* Update Test References

* Added Tooltips, simplify input type selection

* Fix handling of Lit Mesh output

* Automatic Flipbook size for Array Layout

* Delete the flipBookSize slot when Texture2DArray is set

* More explicative Tooltip + end of flipbook blend fixed

* Update CHANGELOG.md

* Distortion Quad and Mesh output support

* Update VFXAbstractParticleHDRPLitOutput.cs

* Retrieve changelog from staging

* Added entry

* Motion Vector generation improvements (#194)

* Added VFX_FEATURE_MOTION_VECTORS_VERTS mode to store motion vector info per vertex

Optimized default motion vectors mode to store 4x3 matrix instead of 4x4.
Added mode to store each previous vertex position for quads, triangles, lines and points.
Refactor of motion vector defines.

* Motion vectors support in lines and points

* Resize buffer according to the element size

* fix points and lines when not using the optimization

* Fix motion vectors for lines

* Changes suggested in review

- Removed misplaced comment in VFXLineStripOutput
- Access VFXLineOutput useTargetOffset through GetSettingValue in VFXOutputUpdate
- Moved previous frame position calculation to the end of OutputUpdate compute
- Added 4 bytes per particle for last frame index in elementToVFXBufferMotionVector buffer
- Added noperspective when using VFX_FEATURE_MOTION_VECTORS_VERTS, through VFX_FEATURE_MOTION_VECTORS_INTERPOLATION define.
- Fixed order of verts in lineSW particles.

* Missing define rename in ParticleMeshes/PassForward.template

* Improved condition for discarding due to not enough indirect buffers

* Missing renaming of WRITE_MOTION_VECTOR_IN_FORWARD for particle lit meshes

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of contents  (#199)

* Added what's new documentation for version 10

* Updated image and minor rewording

* Added link from what's new to node library

* Updated changelog link

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* HDRP - Fix Debug View Material (#182)

* Fix fallback (?) depth state in debug view material

Not sure about this : should double check with HDRP team

* *Update changelog

* *Updare reference image

It corresponds to the result in 7.x.x & 8.x.x

* *Apply reformat

* *Apply reformat (bis)

* Fix CameraFade for shadows (#179)

* Fix CameraFade for shadows

+CameraFade was taking the distance to the light when rendering the shadow map.
+Added setting to optionally affect shadow, with warning for multiple cameras
+Implemented functions to get camera position and direction

* Update CHANGELOG.md

* Update CameraFade.cs

-Change fade default value to false.
-Fix behaviour when affect shadows is false

* Update documentation

Added Affect shadows setting

* Update documentation

Modified AffectShadows setting description following @lewisjordan suggestions

* Move camera functions to VFXCommonOutput

* Remove ${VFXFragmentCommonFunctions}

${VFXFragmentCommonFunctions} was used only for the VFXCommonOutput.hlsl include, which is now generated by VFXCodeGenerator as part of ${VFXPerPassInclude}

* Correct Sign operator node output for float when input is 0.0f (#190)

* Changed specialization for floats to be consistent with others.

* Update CHANGELOG.md

* Update test

* changed sky, emission scale, and updated references (#203)

* Fix ProcessOperatorSign test

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/190 & this change 1d6e19db547ca6a79f75c839825e15943fde6288

* Allow remaking an existing link. (#146)

* Allow remaking an existing link.

* Update CHANGELOG.md

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* ShaderGraph loosing reference while updating (sync with 7.x.x) (#185)

* Use explicit GetOrRefreshShaderGraphObject & always lazy init the shadeGraph access.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphPostProcessor.cs

* Fix shaderGraph not listed in VFXModel

This is actually an issue in VFXModel.GetSettings, we don't have any cases like this where the parent value is private.

* Update changelog.md

Same entry than https://github.com/Unity-Technologies/Graphics/pull/2873/

* Removing changelog entry

The actual fix was already there, this code is only a synchronisation with 7.x.x & prior version.

* *Minimal test to check actual content of modified property after an override (#171)

* Add test to cover behavior from https://fogbugz.unity3d.com/f/cases/1122404/ (#196)

* *Updating reference image for D3D12

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/182

* Force re-apply formatting

* Fix ordering for "+" button in blackboard (#197)

* Add test to cover behavior of https://fogbugz.unity3d.com/f/cases/1300115/ (#192)

* Fix changelog.md (new entries should be in 12.0.)

* *Update changelog.md (unexpected diff in 11.x.x)

* [Fix Case 1221557] Checkbox Age Particles consistency (#202)

* Provides consistent behavior with Add Age and Set Age

* Update Changelog

* update changelog

* Add _CameraViewMatrix shader variable (#208)

Add _CameraViewMatrix shader variable in HDRP, instead of using legacy unity_CameraToWorld.
Remove functions using unity_CameraToWorld from VFXCommonOutput.hlsl and move to SRP specific VFXCommon.hlsl files

* Fix compute culling compilation in URP (case 1309174) (#210)

* Add GeometricTools.hlsl include

Missing include containing DistanceFromPlane function used by IsSphereOutsideFrustum

* Update changelog

* [pCache] Fix minor UX issues (#207)

* Disable mesh statistic field

* Fix cancel while save texture

* Fix create pCache from unreadable texture

* *Update changelog.md

* Fix missing disable for Texture Statistics

* Disable motion vector per vertex optimization (#214)

Temporarily disable motion vector per vertex optimization.
Small refactor for vertex count calculation

* Fallback for camera buffers from Main camera (#200)

* Add setting for main camera buffer fallback

* Move enum to C++

* Update changelog

* Rename setting to Main Camera fallback and the option "None" to "No fallback"

* Added an entry for Main Camera feedback in the preferences doc.

* Updated tooltip

* Reworded tooltip and doc entry

* Added doc entry for User Systems.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [VCS] Handle correctly locked asset (#193)

* Prelimary refactor : gather IsAssetEditable in common test to ease testing

* Move always m_LockedElement in front

* Fix inspector of slot container when asset is locked

* Fix inspector for VFXManager when asset is locked

* *Update changelog.md

* Fix incorrect cast in VFXSlotContainerEditor

* Use m_LockedElement in blackboard & redirect it when needed

Simplify integration from m_ComponentBoard

* Fix case 1243947 : Debug View artefact

Correctly clear the VFXDebugView while reassigning

* *Update changelog.md

* Let selection passing through locked label : it allows inspection

* Fix locked label in blackboard when empty

* Fix "Shader Value is not saved when switching between VFX Manager and Version Control"

* Prevent Drag&Drop when asset is locked

* Prevent tricky way to instantiate BuildContextualMenu

There was an issue while clicking on left & right at the same time

* Fix two issue with target

- Attach a stopped visualEffect component
- Stop & Reset behavior

* Fix UpdateDebugMode which could be called too soon

In the case of an not yet loaded VisualEffect component (because the VFXGraph has been just recompiled)

* Fix ordering

We want the "asset locked" just after contentViewContainer and not just before m_ComponentBoard

* Update maxAlive state checking the actual IsAssetEditable during update

* Fix locked issue with the VFXParameterEditor

Should disable everything if IsAssetEditable returns false

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/193#discussion_r109552

blackboard => componentBoard

* Mesh Index & Skinned (#30)

* Squashed commit of the following:

commit f51b7d616b77487339b2ec3db1e2e8bee35b3ae1
Merge: 2589034c08 229945b992
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:32:10 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling-support-texcoord-dimension' into vfx/feature/mesh-sampling-index-buffer

commit 229945b99247402006916c9c73a640d2b5662486
Merge: d26b342644 4cd4cb244d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:31:23 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 2589034c088795ba63bf61f22e8ba84a7ffe7607
Merge: 47e04162e6 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:24:43 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling-index-buffer

commit 47e04162e60683e331c930a02e77f6d5eeae568e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:18:43 2020 +0200

    Minor : add a TODO

commit a7bd11748549e25789e7515c50b1c3d96499301b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:17:32 2020 +0200

    Actually, keep minimal scope for VFX_GENERIC_BUFFER, it's useful for platform testing purpose.

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 0f9fc14afb9e6e8666b39860bd84922eba4a64e5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:49:52 2020 +0200

    Remove temporary code

commit bc8121349789de632d1115a7804a17b882559e1b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:02:23 2020 +0200

    Choose StructuredBuffer<float> over ByteAddressBuffer

commit 21b9d002b29b9887da8661f32505973e75d0420f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 30 17:16:37 2020 +0200

    Change Buffer<uint> to Buffer<float> to avoid dx warning issue.

commit be691cd625a18194c5662de17c952613b4f591e3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 19:06:25 2020 +0200

    Fix alignement for ByteAddressBuffer

commit 3ec05dfadefc483507d3de12caf4a2e216af6e66
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 17:58:05 2020 +0200

    WIP : Trying to move to ByteAddressBuffer

commit 2cf1db8679851ff55afcd5f17afa8a52b4d9e179
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 18:06:49 2020 +0100

    add note for later

commit e6fd7c1931919c657b7c65f8197be03e387e56dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:44:24 2020 +0100

    *Draft test data (will be removed)

commit c84f0e927ebe00f655d3fb92bbe98d6c03fdcf34
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:16:12 2020 +0100

    Fix expressionMesh format

commit 6f48ffbdb55f38da5750f63fc1a38d79a5d19800
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:01:01 2020 +0100

    Update draft test

commit edec8e1e997188e0dbc82ad9bb38e0ac178476d2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:00:41 2020 +0100

    Sample Index *WIP*

commit 2853d8b25eabd0dcf3f5af4718d71f17685d5a7b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 15:54:29 2020 +0100

    *Remove End expression for mesh evaluation (invalid because we can't guess context for this case)

commit d4f09e0cc4c058d07a2c40366e4e0bd45476d7fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 12:00:30 2020 +0100

    Add minimal integration for newly added VFXExpressionVertexBufferFromMesh

commit baf39dcdf6fc340269fb5442c763e4932ead57f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:59:25 2020 +0100

    Add test data (to revert)

commit 7a2fd0337ecc965dcea105dfd34973499f736bb8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:58:53 2020 +0100

    Revert "Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh"

    This reverts commit 6d507a684f14dc09641877d6d691fd96adb63be4.

commit 6d507a684f14dc09641877d6d691fd96adb63be4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:56:51 2020 +0100

    Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh

commit d26b342644bc08c2ab4118a71899bb78a2c303a7
Merge: b1512335cb 40749ce2ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 09:27:26 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit b1512335cb09b7b3e1ee783f991347704c4952be
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 18:24:05 2020 +0100

    Fix after merge

commit 43e25995ca9a15aa0ee5c88297616ccbd3fc5c2d
Merge: e357f4871b 7abaf9bbf2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 17:47:34 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit e357f4871b8c39257c62daf1fe63f85241325712
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 25 08:56:53 2020 +0100

    Fix build in 2020.1 to resolve comment https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/258#pullrequestreview-52608

commit bfc0d9f7aeaa8b34407bfa8279d30bf59cf55099
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 18:44:28 2020 +0100

    *Fix compilation

commit 6cfd2d90292796c5b21e63d01c4b4bf8563c0184
Merge: 41a1a8e212 128101bc63
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 14:56:22 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 41a1a8e212c82b48832ab88f68348c145c0960c6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 15:19:24 2020 +0100

    *Update expression name

commit 27794064fd01207a35e7d967ff322e9d552a2054
Merge: ad597a0388 28f0ca20a0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 10:21:38 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit ad597a03881e11743e68555f985c304ee2d7557d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:18:40 2020 +0100

    Support float or uint read in sample mesh color

commit 8ca98dd9a375431ddc04c7a0cb625c35a2c99f57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 10:05:40 2020 +0100

    Add compatibility code & use new available expression from https://ono.unity3d.com/unity/unity/changeset/6afd1f99b768984023366f3aba746390c763432f

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Sample mesh, add placement mode : Surface & Edge *WIP*

* Some experiment with low distorsion mapping

* *WIP* debug data (will be removed anyway)

* Clean BarycentricCoordinatesBis

* Fix to graft : support for flag enum in inspector

* Add animation test data from @vlad

* Test scene *WIP*

* Use GetVertexStride depending of channelIndex & VFXExpressionVertexBufferFromMesh depending of channelFormatAndDimensionAndStream

* *WIP* pushing test data

* *Push Some test data (will be removed)

* Fix test adding a *WIP* note

* Minor fixes after merge

* Add SkinnedMeshRenderer exposable

* Add SkinnedMeshRenderer in IsTypeConstantFoldable

* Add VFXExpressionSampleSkinnedMeshRendererFloat & co support (it should be factorizable)

* Move hexahredron to common data, it will be convinient for graphicTest

* Fix PositionMesh (bad merge)

* Implement Graphic Test for skinned mesh (not yet tested in standalone yet)

* *Add reference images

* Clean some code, remove intermediate compatibility code

* Add variant provider for sample mesh

* Factorize sampling function to share them with PositionMesh

* Start factorization of SamplePositionMesh

* Add simple TODOPAUL

* Add another TODOPAUL

* Change VertexAttributeFlag to VertexAttribute, use proper mesh type in MeshPosition

* Implement surface coordinate & sample vertex for position mesh

* Remove test data & Update actual graphicTest

* Use nameof instead of verbatim (this code will not be backported)

* Fix sample edge

* Add skinned & mesh index/vertex count

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* *Update reference image for mesh sampling

* *Add sampleMesh index for skinned & mesh

* Fix after merge (wasn't so obvious but now works \o/ Can be factorized)

* Simpler update to use now available ByteAddressBuffer

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
#	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionAbstract.cs
#	com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl

* Revert "Simpler update to use now available ByteAddressBuffer" (onluy VFXCommon.hlsl)

This reverts commit 65b5ce1c588b969b95726a83d06a34a386a8c16d.

* Fix compilation

* Fix wrong return type of FetchBuffer

* *Restore lost test for triangle sampling

* Proper sample OOB fix

* Use explicit branch in SampleMeshReadFloat : we aren't supposed fetch in invalid buffer

* Enable GPUSkinng, default mode

* Remove float cast for condition since we are able to compare uint

* Factorize insertGPUTransformation using the common switch

* Clean multiple place where "ByteAddressBuffer" is declared

* Simply generated code verifying at http://shader-playground.timjones.io/d7df4e7dbec05529d6943aacca2812b9

* Remove unexpected restored file (as been renamed)

* *Update changelog

* *Fix build

* *Update image reference

* Remove useless case in GetFunctionParameterType (ByteAddressBuffer is in TypeToCode anyway)

* Fix after merge

* First draft of documentation for sample mesh

* *Update documentation

* *up doc

* *documentation

* Add documentation for Mesh Index Count & Vertex Count

* *documentation

* *Remove unexpected change & deprecated code

* *documentation

* Remove unexpected change in changelog.mp

* *Apply formatting

* *Update documentation

* Minor documentation update

* Documentation : add "inspector" flag when relevant

* Rename confusing "x" in "edge"

See https://docs.google.com/document/d/1VbIc5pMkgFX2Ui4-LWrZ7uQ4EKlXlFxWWW4ufcex70I/edit

* *Remove deprecated MeshSampling & Update TOC

* Reviewed the Set Position(Mesh) doc

* Reviewed mesh index count doc

* reviewed the rest of the sample mesh operators.

* Fix ToC & rename some "Skinned Mesh Renderer" in "Skinned Mesh"

* Missing minor change

* *Reupdate VFX after merge

* Fix several tooltip issues

- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89530
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89531
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89532
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89533
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89534
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89535
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89536
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89538
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89539
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89540
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89541
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89542
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89544
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89545
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89546
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89547
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89548
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89549
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89550

* Forgot to stage files from previous commit d8c1bef513605c8c7b40ec855cfe2be4de2e7d5e

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109724

Remove not needed UNITY_2020_2_OR_NEWER condition

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109727

Isolate helper function to VFXMeshSampling.hlsl

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109725

- Rename sourceExpression to targetExpression
- Add InvalidOperationException if we are detecting an unexpected graph

* Add missing compile of channelFormatAndDimensionAndStream

- Check branch behavior
- Trying to find infinite recursion due to dependent sampling
- TODO : Add an editor test to inspect the actual generated graph (already checked in debug)

Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* *Update all VisualEffectAsset

"flipbookLayout: 0" everywhere
+ Some missing meta in test project (minor)

* *Apply formatting

* *Update missing reference images

* Other missing update screenshot & missing meta

* Fix formatting : this change can be grafted directly on master

* Three minor fixes from https://github.com/Unity-Technologies/Graphics/pull/3414

- Wrong Image reference : Fix D3D11 standalone
- Unconsistent debug assert (the recreate can be called on subslot) : Fix Space_Slot_Sanitize_Still_Possible_ArcSphere
- CreateComponentWithAllBasicTypeExposed : remove VFXValueType.CameraBuffer from list of tested exposed type (it can'td irectly be exposed)
These change can independantly land in `master`

* Fix incorrect changelog.md in com.unity.visualeffectgraph

* Remove unexpected duplicated entry in changelog.md

* Fix changelog : unexpected removed entries in 11.x

* *Update changelog.md

* [BRP] Fix Shader Compilation (#216)

* Fix incorrect direct access to GetWorldToObjectMatrix

* *Update changelog.md

* Sphere and cube outputs as experimental

* Add castShadows as additionalMappings in VFXStaticMeshOutput (#217)

* [Orient] 'Look At Position' particle disappearance (#101)

* Expensive fix

Computes two cross products to avoid the case when one of them is zero. Is it faster than branching to check ?
Is this edge case worth the additional cost ?

* More explicit approach/similar instruction cost + LookAtLine

* Update Orient.cs

* Handles edge case when cross(axis1, axis2) = (0,0,0) for all Orient variants

* Small mistake in the exception message

* Factorize SafeNormalizedCross

* Update changelog

* Added information about compute shaders and ssbos (#222)

* Added information about compute shaders and ssbos

* Added recommendation to use Vulkan over OpenGL ES

* Removed 'two'

* Added entry about vfx graph not being out of preview for mobile platforms

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [Fix] PropertyBinder : Reset & Undo (#212)

* Fix missing record object for proper undo/redo & reset

* *Update changelog.md

* Fix issue https://favro.com/organization/c564ede4ed3337f7b17986b6/1973edb4634ba00a90689144?card=Uni-160638

* Avoid VFXPropertyBinder to be added twice

* Fix incorrect reference after copy past

* Fix RemoveComponent clearing property binder first

* Handle Copy/Past \o/

* Let the LateUpdate without any editor code & use Update (avoid the one frame of latency for inspector)

* Remove useless recompute of GetComponents every frame, and use Reload (safer)

* Remove dead code

* *Add new entry in changelog (side improvement/fix)

* *Update comment

* [Fix] Null Ref Exception due to IsAssetEditable (#221)

* Resource can be null on a block inspector while we are removing it

Use safe check of resource before IsAssetEditable

* *Update changelog

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/221#discussion_r113060

* [Fix] Component Board UX issue (#220)

* Fix missing call to OnSelectionChanged on first display (before selection changed called)

* Fix change from component notifying the VFXView

* Fix toggle component board state

* Minor fixes

* *Update changelog.md

* [Fix] System name 'Model is not registered' (#224)

* *Add editor test to catch corner case issue with system name

* Move Create_Simple_Graph_Then_Remove_Edget_Between_Init_And_Update_TestCaseto VFXGUITest

* Actual fix of 1315593

The flow edge change is only triggering kConnectionChanged so, if you are trying to access m_SystemNames before compilation

* Remove unexpected change

* [Test] Revert after change  (#213)

* Local test (I'm using git diff to check actual file change)

* test adding a lit mesh output

* *Testing with shaderGraph

* *test bis

* *Add unit test to cover unexpected increasing size

* Properly implement the test

* Remove test data

* *Temp lot of log & save it to independant file

* HotFix : UpdateSubAsset in OnPreprocessAsset

Shouldn't be necessary, the actual problem is maybe in C++ implementation

* Clean test & add comment

* *WIP* Serialization test which seems (tm) to reproduce the same issue

* To revert : experiment adding log while loading VFXSerializableObject

*Without Import Asset after write*
Saving : 100
Loading : 100
Loading : 100
OnBeforeSerialize : 100
Saving : 101
Loading : 101
Loading : 101
OnAfterDeserialize : 100
Loading : 100
=> Test fail !

*With Import Asset after write*
Saving : 100
Loading : 100
Loading : 100
OnBeforeSerialize : 100
OnAfterDeserialize : 100
Saving : 101
Loading : 101
Loading : 101
Loading : 101
OnBeforeSerialize : 101
OnAfterDeserialize : 101
Saving : 102
Loading : 102
Loading : 102
Loading : 102
OnBeforeSerialize : 102
OnAfterDeserialize : 102
Saving : 103
Loading : 103
Loading : 103

* *Revert unwanted change

* Clean & Unify test behavior

* Safety check in newly integrated test (if asset is empty, it isn't expected neither)

* Remove OnCompile : Avoid recompile twice, the WriteAsset is already trigerring an import

* [Test] Add test to cover CopyValuesFrom (#225)

* *Add test to cover CopyValuesFrom issue

* *Extend the newly added test

Check every value in copied values

* Just added a perf marker

* Changed `mobile` to `Android` (#227)

* Fix "`syntax error: unexpected token 'if' at kernel CSMain`" (#228)

int ia, int ib, ... is actually not needed since "i" remains an local scope value

* [Fix] Deleted properties still visible in inspector (#231)

* Fix missing BuildParameterInfo when we are removing a VFXParameter

* Minor : fix typo in comment

* Fix cases where some settings change didnt trigger a recompilation (#233)

* Prevent focus on empty element if search list is empty (#229)

See this rero : https://fogbugz.unity3d.com/f/cases/1235269/#BugEvent.1073014330

* handle constant folding correctly with SG interpolators

* Added note about gamma color space in URP (#237)

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Check if parameter is null in AdvancedVisualEffectEditor::EmptyLineControl (#238)

* Vfx/docs/point cache update (#234)

* Added sample content documentation

* Added point cache rewrite

* Fixed toc formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fixed various docs issues (#243)

* Fixed incorrect indentation in the toc

* Fixed capitalization surrounding Operator

* Fixed capitalization surrounding Block

* Fixed capitalization surrounding Context

* Fixed table format

* Added flipbook layout property

* Removed outdated information

* Fixed table format

* Moved image to next line

* Added information about when the flipbook layout property appears

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added new documentation for sampling point caches and attribute maps (#241)

* Added new documentation for sampling point caches and attribute maps

* Added link to attribute map definition

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Add suffix to loop variable to avoid shader warnings (#240)

* Fix issue with output mesh always triggering reimport + Fix modified state (#242)

* Fix VFX with output mesh being always recompiled

* Fix modified state (* being correct now)

* Update save state

* Use macros for texture sampling (#244)

* Use macros for texture sampling + remove ambiguity between sample and sampleLOD

* Forgot to do it for gradient and curve

* [Fix] Unexpected expression in spawn context (#235)

* Fix missing filter in per spawn expression computation

* Cache the indexOfLastCommonExpression in graph

* *Update changelog.md

* Update HDRP VFX

* Update URP Assets

* [Feature] Bounds Computation helper (#201)

* [Feature] Signed Distance Field Baker (#186)

* Proper bounds transform (#247)

* Proper bounds transform

* Remove bounds padding in manual

* Fix editor tests

* More stable Graphics test

(cherry picked from commit ef9b090fd6a8f322ea8bca0719a9b291423d15ac)

* Fix sanitize for bounds mode

(cherry picked from commit 4a09093f8b72c41e516f0c78a2b7e453569167cb)

* Update HDRP assets

(cherry picked from commit a74d2c405548307fc9e5785c12eccd11e5cbc403)

* Fix compil in URP

(cherry picked from commit fd8aa0847ed550a651969ed158b73214f1829802)

* Update URP assets

(cherry picked from commit 0b81e0f087981bbae9727003fc4ce778c753c7b5)

* Formatting

(cherry picked from commit d643152f0e3eef9fd3688102c2a21369a71575d2)

* Update assets

* Remove Input layout

(cherry picked from commit d24654ac7ce462e84a4db87d36cf8a912fd51660)

* Animator Culling mode : Always Animate

(cherry picked from commit c1d3ab6d404b75ee12e7a5ab8ee6923258c3853f)

* Fix filename to solve formatter issue

(cherry picked from commit 48ca232718ffa6a6490fe7b44b0f58db5d9c3e16)

* Remove old files

(cherry picked from commit 4ebe6284d6d8aeeff450ad9f4595415eb9ef19b5)

* Changes images of windows standalone

(cherry picked from commit a1678a1b242c2625b6840ecfe96fb1448cd9af9b)

* SDF Baker API Docs (#249)

* Remove input layout

* Animator Always Update

* Revert "Animator Always Update"

This reverts commit feea94bc6d9a77a671a8ae969cdd8a0b49bae78e.

* Revert "Revert "Animator Always Update""

This reverts commit 16f86567f949f0eff6e5d8bd011e3e82a9aad9c5.

* First commit on changing docs

* More changes to modifiers

* Documentation for API + IDisposable MeshToSDFBaker

IDisposable is removed for the sdfPreview because it forced the Dispose function to be public, and had no real use

* Fix build VFX_HDRP

* Fix 'MeshToSDFBaker.m_DefaultPath' is assigned but its value is never used

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* *Force Apply formatting

* Update HDRP project assets

* Fix 1336155: incorrect buffer type for strips

* Forgot to update change log

* What's new in version 11 (#245)

* [Fix] Bounds Helper Polish (#250)

* Null-check the bounds recorder when saving

* Clean

* Record system + warnings only if valid

* Tooltip for Bounds Setting mode

* formatting

* Use CanBeCompiled instead of manual checks

* Update HDRP assets

* Remove currently useless URPSubOutput serialization

* Update URP assets

* Fix VFX using new SG integration being always dirty

* [VFX] Enable motion vectors optimization in XR (#246)

* Store projected position for vertices on each XR view when using VFX_FEATURE_MOTION_VECTORS_VERTS

* Update changelog

* Moving VFXCameraXRSettings out of VFXManager

* Group camera XR settings in a single property

* Remove useless reimport/save issues (#253)

* Fix issues with subgraphs

* Check isDirty before saving dependencies

* Misc stuff

* Formatting

* formatting

* Remove unused meta

* [Fix] Prevent exception when inverting a degenerate TRS matrix (#252)

* Prevent degenerate TRS matrices

* Changelog + epsilon only for small values

* Consistently output a zero-matrix when evaluated in C#, C++ or GPU

* [Fix] normalWS compilation in depth unlit (#256)

* Fix normalWS compilation error

Only occurs if shaderGraph is using normal in opacity

* Fix missing varying for normal & tangent

Only if shadergraph needs those

* [VFX] Add frontface semantic to vfx using shader graph materials (#257)

* Add frontface semantic to vfx using shader graph materials

* Update changelog

* [VFX] Motion vectors for particle strips (#251)

* Motion vectors for quad particle strips

* Motion vectors for line particle strips

* StripsMotionVector Graphic test

Result image for windows used in all platforms

* Store 2 verts per particle for quad strips and 1 per particle for line strips

* Modify reference images .meta files

* Update changelog

* Get particle index from thread id

* [Fix][SDFBaker] Unity Crash when switching SDF Baker saved settings containing prefabs (#264)

* Use mesh instead of selectedMesh when loading params and to display FitToBox/Cube

* update changelog

* [Fix] Overlay Gizmo (#260)

* Fix case 1340818

Separate Gizmo rendering from Overlay rendering
See also https://unity.slack.com/archives/C014H2BPXMY/p1623158419065000?thread_ts=1622793094.052000&cid=C014H2BPXMY

* *Update changelog.md

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/260#issuecomment-56740

Since gizmo & overaly rendering are now separated, we have to "Prepare" the gizmo
Solution : use the common helper to properly cache needed gizmo data while clicking on "frame button"
Simpler & Safer solution

* Fix corner case issue

https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/260#issuecomment-57521 Thanks @vita-skruibyte
We have a process which invalid the gizmo cache : https://github.cds.internal.unity3d.com/unity/vfx-graphics/blob/vfx/staging/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs#L312 (see PropertyOverrideChanged)
However, If we are trying to rebuild the gizmo property before the next inspector invalidation, the m_VFXPropertySheet won't be up to date.
Use m_SerializedObject.Update(); when rebuilding the gizmo cache (this m_SerializedObject.Update(); will be called every frame anyway : https://github.cds.internal.unity3d.com/unity/vfx-graphics/blob/vfx/staging/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs#L373)

* [Fix][1309958] Collide with Depth Buffer in Orthographi…
PaulDemeulenaere added a commit that referenced this pull request Nov 4, 2021
* Vfx/fix/additional subgraphs 2 (#155)

* Updated Changelog

* Updated Blocks with Fixes and Missing Workflows

* update VFX additions

Co-authored-by: Thomas Iché <peeweek@gmail.com>

* Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139)

* Reindex the TEXCOORD[n]

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix serveral minor issues (#103)

Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458987790
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988272
Fix issue https://github.com/Unity-Technologies/Graphics/pull/1131#discussion_r458988870

* Update rebuild all script to take subgraph into account

* Update VFX assets

* Fix URP vfx assets

* Fix Event connected directly to Output Event (revival) (#154)

* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Fix regression with subgraph

* Add Subgraph_Event_Link_To_Spawn editor test

* Fix changelog

Add entry in the right place from 0009e5373ddd6927977fc8054e2ab16c14b5e81b

* Restore disabled 26_NonUnifomScale due to a wrong merge (need backport to 10.x.x)

* [HDRP] Fix debug view material (albedo/normal/...) (#163)

* Fix debug view material

TODO : Add GraphicTest

* Fix tab/space mix

* Add HDRP debug scene

* *Add reference image for HDRD_Debug(Property)

* *Update changelog.md

* Force ui update when shader might be reimported in StaticMeshOutput (#158)

* Don't create VFXGraph during import callbacks (#148)

* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation

* Add the necessary openasset callback for the system to know if we open the asset inside the editor. (#118)

* Added OnOpenAssetAttributeMode.Validate

* added UNITY_2021_1

* remove the shaders has they are not edited in the editor.

* Fix macro

* Select node on create (#166)

* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator

* “Refactor”

* "Refactor" bis (some file has been missed)

* Dont flag dirty in vfxgraph is the model modified is a copy (#165)

* Workflow improvement : Change VisualEffect inspector "Edit" button to "New" when no asset is set. (#173)

* Base Commit
* Documentation
* Updated Changelog
* Fixed Typo

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Added excludeFromTAA setting to VFX outputs (#170)

* Added excludeFromTAA setting to VFX outputs

Added excludeFromTAA setting to VFX outputs.
Currently it is only supported in HDRP suboutputs.
Required adding ${VFXStencilForward} variable to forward pass templates

* Update VFXHDRPSubOutput.cs

suport exclude from TAA in transparent only

* Added documentation to exclude from TAA property

* Graphic test

Added graphic test: 32_ExcludeFromTAA

* Update graphic test background for better contrast

* Update CHANGELOG.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>

* Missing Reference image for test 32_ExcludeFromTAA

* Add test to cover case exposed by 1258022 (#54)

* Fix Custom Spawn serialization (#132)

* Allow Set Spawn Count & Set Spawn Time

TODO : List Spawn count in available variant

* Fix reference lost in m_SerializableType

No idea of implication of this :-/

* Squashed commit of the following: (retrieve fix from @tristan)

commit c24981d7dad15100eb40a92a6a9370e9ba800acd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 17:27:57 2020 +0200

    Update message from @vlad suggestion

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

commit a87ba182b30da7683e31a29048c9f2f3a0312927
Merge: 13b501e15863 296ffd333bcf
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:25:02 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/error-at-creation

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 13b501e158634dfc98b96058723d248cd5d1f34d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:24:27 2020 +0200

    *Add warning for CollisionDepthBuffer

    Update & Fix Changelog.md

commit 4bfb1e7c9874d8a9403ca5267d1e10735e52a87b
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Oct 8 18:10:42 2020 +0200

    Fix for displaying error from the creation of a node.

* Add error feedback on failing custom spawner reference

* Revert "Allow Set Spawn Count & Set Spawn Time"

This reverts commit 0a6c75cc54072b831dcc56bffc3bbe04734d3324.

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs

* Remove unexpected change

* *Revert change in changelog

* *WIP* add ResolveCustomCallbackInstance

Some refactor mark as "TODOPAUL"

* Clean implementation : customBehavior & comment

* *Add test to cover sanitize before modify references

* Change namespace for builtin custom spawner & sanitize

* Extend test to verify connexion

* *Update changelog.md

* Add specific error if customBehavior returns null

* Fix corner case when ScriptableObject reference has been lost

* Work but not idea with copy/past + potential leak

* Better implementation : use directly "MonoScript"

* Fix spawnerTest

* Rename "Can't found" => "Can't find"

* Fix case 1294180 : Error feedback throwing an error while changing capacity (#174)

Issue introduced with https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136
And more precisely https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136/commits/27c041da92ec89407ae775fe4c4f24681f156cb8

* [Test] Add test to cover "Thread Group Size" error (#104)

* Add test

* Add test to cover behavior from case 1271839

* Fix Preset (with exclusion) (#177)

* Trick ExcludeFromPreset

Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject.
Extend the VFXInfo is valid to filter out preset.

* Fix missing ExcludeFromPreset for subgraph

* *Update changelog

* Fix 1276602 incorrect uchar pcache import (#129)

* Base Commit

* Updated Documentation with explicit limitations.

* Fixed incorrect Merge

* Add regression Test

* Removed Test as It can't handle Exceptions thrown in Custom Importers

* Fixed value divider

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Update gradient test (#151)

* Update gradient test

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Sample Point Cache Operator (#92)

* Initial commit

* Overflow handling options for the user

* Addressing mode for overflow to the choice of the user

* Foldable to Constant value

* Update 09_PointCache.vfx

* Added reference images

* Remove float-to-integer conversion

* Put the choice of the output type in the Inspector only

* Simplify output type handling

* Sample Point cache != Attribute map => two operators

* Update Branch (error .yamato/docs/editor_pinning.png)

* Update SamplePointCache.cs

* Update 09_PointCache.vfx

* Output type set in a cogwheel

* Update 09_PointCache.vfx

* Revert "Update Branch (error .yamato/docs/editor_pinning.png)"

This reverts commit 02f6b6c993c2382bb10669edd16f7d06876a0cbc.

* Restore vfx asset

* Revert back to using generics for type handling

* Update SampleAttributeMap.cs

* Reformating + changelog

* Update 09_PointCache.vfx

* Update SamplePointCache.cs

* Refactor of AttributeFromMap using VFXExpressionSampleAttributeMap

* Merge branch 'vfx/staging' into vfx/feature/sample-point-cache

* Revert "Merge branch 'vfx/staging' into vfx/feature/sample-point-cache"

This reverts commit b4a03e182a3e106c2fabc262777615f9c3b94a7e.

* Fix point cache vfx + update HDRP vfx

* Update URP assets

* Fix changelog

* Fix Case 1223747 - NaN caused by normal bending (#181)

* Update Pass.template

* Update CHANGELOG.md

* 1293608 - Fix LPPV not working in deferred (#180)

* Enable LPPV in HDRP test project

* Fix LPPV for gbuffer pass

* Add graphics test

* Update changelog

* Fix 1290493 - Spaceship specific warnings (#176)

* Avoid implicit trucation in template + safe normalize setting

* Update CHANGELOG.md

* Added variants

* Delete conditioning on GPU evaluation + conservative safe normalize

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix incorrect compilation condition for linux build (#184)

* Fix formatting

* Update 26_NonUniformScale kind of sky : gradient instead of procedural

* Fix regression from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/176

Issue introduced at 44f497b438b46a54072721d335910bfab3e392ef : Incorrect VFXExpressionCondition
See also : https://unity.slack.com/archives/G1BTWN88Z/p1607963794139900?thread_ts=1607955907.136600&cid=G1BTWN88Z

* Disable Gradient Sky in 26_NonUniformScale & 33_LightProbe

* *Update VFX (newly introduced safeNormalize, default 0)

* Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA

* Revert "Add VFXGraphicTest settings to disable XR for 32_ExcludeFromTAA"

This reverts commit ddee2e356dc7e529cad2904836fef8a688e546a8.

* 32_ExcludeFromTAA : Disable XR

* 33_LightProbe : Slighlty increase treshold from 0.0005 to 0.0006

* *Update Image Reference for D312 (mainly missing file)

* *Disable 32_ExcludeFromTAA

Instability detected.

* *Add missing D3D12 image references

* Fix GPUEvent & SubGraph (#178)

* Fix SelectionHasCompleteSystems

Detect correctly if there are dependencies due to GPUEvent (or stripAttribute)

* Add allDependenciesIncludingNotCompilable in VFXData

This helper is usefull for UI + use it in SelectionHasCompleteSystems

* Add note without change the beahvior

* Remove debug ToArray()

* [Subgraph] Prevent Pasting Context invalid subgraph (#191)

* Prevent pasting context within operator/block subgraph

* Fix case https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/191#discussion_r102007

Fix Approximate english log warning

* Update VFXPaste log message

Missing "the"

* Fix Mouse Event Binder in player (#175)

* Fix missing call to CreateVFXEventAttribute

OnValidate is only called in editor, in runtime, we should init cache data with OnEnable

* *Update changelog.md

* Add editor test to cover Safe Normalize behavior (#189)

* Vfx/docs/bugfixes (#188)

* Resolved 1272101

* Resolved 1264943

* Removed uncertainty around 'should'

* Resolved 1298031

* Added snippets file

* Resolved 1292127

* Fixed typos

* Resolved 1295296

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Texture2D Array Layout for Flipbooks (#97)

* Initial commit, working for planar primitives only

* Increased support to Cube, Decals, Meshes, Lit Planar Primitives, Lit Meshes

* Correct handling of depth pass

* Added Reference images for test

* Added graphic test / restore defaut HD Material

This reverts commit 1d8c36af255f41e515cbe3c87ea691125cd43077.

* Update Test References

* Added Tooltips, simplify input type selection

* Fix handling of Lit Mesh output

* Automatic Flipbook size for Array Layout

* Delete the flipBookSize slot when Texture2DArray is set

* More explicative Tooltip + end of flipbook blend fixed

* Update CHANGELOG.md

* Distortion Quad and Mesh output support

* Update VFXAbstractParticleHDRPLitOutput.cs

* Retrieve changelog from staging

* Added entry

* Motion Vector generation improvements (#194)

* Added VFX_FEATURE_MOTION_VECTORS_VERTS mode to store motion vector info per vertex

Optimized default motion vectors mode to store 4x3 matrix instead of 4x4.
Added mode to store each previous vertex position for quads, triangles, lines and points.
Refactor of motion vector defines.

* Motion vectors support in lines and points

* Resize buffer according to the element size

* fix points and lines when not using the optimization

* Fix motion vectors for lines

* Changes suggested in review

- Removed misplaced comment in VFXLineStripOutput
- Access VFXLineOutput useTargetOffset through GetSettingValue in VFXOutputUpdate
- Moved previous frame position calculation to the end of OutputUpdate compute
- Added 4 bytes per particle for last frame index in elementToVFXBufferMotionVector buffer
- Added noperspective when using VFX_FEATURE_MOTION_VECTORS_VERTS, through VFX_FEATURE_MOTION_VECTORS_INTERPOLATION define.
- Fixed order of verts in lineSW particles.

* Missing define rename in ParticleMeshes/PassForward.template

* Improved condition for discarding due to not enough indirect buffers

* Missing renaming of WRITE_MOTION_VECTOR_IN_FORWARD for particle lit meshes

* Spawn State documentation  (#195)

* Added Spawn State doc

* Fixed formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added what's new page and moved blocks out one level in the table of contents  (#199)

* Added what's new documentation for version 10

* Updated image and minor rewording

* Added link from what's new to node library

* Updated changelog link

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* HDRP - Fix Debug View Material (#182)

* Fix fallback (?) depth state in debug view material

Not sure about this : should double check with HDRP team

* *Update changelog

* *Updare reference image

It corresponds to the result in 7.x.x & 8.x.x

* *Apply reformat

* *Apply reformat (bis)

* Fix CameraFade for shadows (#179)

* Fix CameraFade for shadows

+CameraFade was taking the distance to the light when rendering the shadow map.
+Added setting to optionally affect shadow, with warning for multiple cameras
+Implemented functions to get camera position and direction

* Update CHANGELOG.md

* Update CameraFade.cs

-Change fade default value to false.
-Fix behaviour when affect shadows is false

* Update documentation

Added Affect shadows setting

* Update documentation

Modified AffectShadows setting description following @lewisjordan suggestions

* Move camera functions to VFXCommonOutput

* Remove ${VFXFragmentCommonFunctions}

${VFXFragmentCommonFunctions} was used only for the VFXCommonOutput.hlsl include, which is now generated by VFXCodeGenerator as part of ${VFXPerPassInclude}

* Correct Sign operator node output for float when input is 0.0f (#190)

* Changed specialization for floats to be consistent with others.

* Update CHANGELOG.md

* Update test

* changed sky, emission scale, and updated references (#203)

* Fix ProcessOperatorSign test

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/190 & this change 1d6e19db547ca6a79f75c839825e15943fde6288

* Allow remaking an existing link. (#146)

* Allow remaking an existing link.

* Update CHANGELOG.md

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* ShaderGraph loosing reference while updating (sync with 7.x.x) (#185)

* Use explicit GetOrRefreshShaderGraphObject & always lazy init the shadeGraph access.

# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs
#	com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
#	com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphPostProcessor.cs

* Fix shaderGraph not listed in VFXModel

This is actually an issue in VFXModel.GetSettings, we don't have any cases like this where the parent value is private.

* Update changelog.md

Same entry than https://github.com/Unity-Technologies/Graphics/pull/2873/

* Removing changelog entry

The actual fix was already there, this code is only a synchronisation with 7.x.x & prior version.

* *Minimal test to check actual content of modified property after an override (#171)

* Add test to cover behavior from https://fogbugz.unity3d.com/f/cases/1122404/ (#196)

* *Updating reference image for D3D12

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/182

* Force re-apply formatting

* Fix ordering for "+" button in blackboard (#197)

* Add test to cover behavior of https://fogbugz.unity3d.com/f/cases/1300115/ (#192)

* Fix changelog.md (new entries should be in 12.0.)

* *Update changelog.md (unexpected diff in 11.x.x)

* [Fix Case 1221557] Checkbox Age Particles consistency (#202)

* Provides consistent behavior with Add Age and Set Age

* Update Changelog

* update changelog

* Add _CameraViewMatrix shader variable (#208)

Add _CameraViewMatrix shader variable in HDRP, instead of using legacy unity_CameraToWorld.
Remove functions using unity_CameraToWorld from VFXCommonOutput.hlsl and move to SRP specific VFXCommon.hlsl files

* Fix compute culling compilation in URP (case 1309174) (#210)

* Add GeometricTools.hlsl include

Missing include containing DistanceFromPlane function used by IsSphereOutsideFrustum

* Update changelog

* [pCache] Fix minor UX issues (#207)

* Disable mesh statistic field

* Fix cancel while save texture

* Fix create pCache from unreadable texture

* *Update changelog.md

* Fix missing disable for Texture Statistics

* Disable motion vector per vertex optimization (#214)

Temporarily disable motion vector per vertex optimization.
Small refactor for vertex count calculation

* Fallback for camera buffers from Main camera (#200)

* Add setting for main camera buffer fallback

* Move enum to C++

* Update changelog

* Rename setting to Main Camera fallback and the option "None" to "No fallback"

* Added an entry for Main Camera feedback in the preferences doc.

* Updated tooltip

* Reworded tooltip and doc entry

* Added doc entry for User Systems.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [VCS] Handle correctly locked asset (#193)

* Prelimary refactor : gather IsAssetEditable in common test to ease testing

* Move always m_LockedElement in front

* Fix inspector of slot container when asset is locked

* Fix inspector for VFXManager when asset is locked

* *Update changelog.md

* Fix incorrect cast in VFXSlotContainerEditor

* Use m_LockedElement in blackboard & redirect it when needed

Simplify integration from m_ComponentBoard

* Fix case 1243947 : Debug View artefact

Correctly clear the VFXDebugView while reassigning

* *Update changelog.md

* Let selection passing through locked label : it allows inspection

* Fix locked label in blackboard when empty

* Fix "Shader Value is not saved when switching between VFX Manager and Version Control"

* Prevent Drag&Drop when asset is locked

* Prevent tricky way to instantiate BuildContextualMenu

There was an issue while clicking on left & right at the same time

* Fix two issue with target

- Attach a stopped visualEffect component
- Stop & Reset behavior

* Fix UpdateDebugMode which could be called too soon

In the case of an not yet loaded VisualEffect component (because the VFXGraph has been just recompiled)

* Fix ordering

We want the "asset locked" just after contentViewContainer and not just before m_ComponentBoard

* Update maxAlive state checking the actual IsAssetEditable during update

* Fix locked issue with the VFXParameterEditor

Should disable everything if IsAssetEditable returns false

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/193#discussion_r109552

blackboard => componentBoard

* Mesh Index & Skinned (#30)

* Squashed commit of the following:

commit f51b7d616b77487339b2ec3db1e2e8bee35b3ae1
Merge: 2589034c08 229945b992
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:32:10 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling-support-texcoord-dimension' into vfx/feature/mesh-sampling-index-buffer

commit 229945b99247402006916c9c73a640d2b5662486
Merge: d26b342644 4cd4cb244d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Apr 6 17:31:23 2020 +0200

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 2589034c088795ba63bf61f22e8ba84a7ffe7607
Merge: 47e04162e6 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:24:43 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling-index-buffer

commit 47e04162e60683e331c930a02e77f6d5eeae568e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:18:43 2020 +0200

    Minor : add a TODO

commit a7bd11748549e25789e7515c50b1c3d96499301b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:17:32 2020 +0200

    Actually, keep minimal scope for VFX_GENERIC_BUFFER, it's useful for platform testing purpose.

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 0f9fc14afb9e6e8666b39860bd84922eba4a64e5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:49:52 2020 +0200

    Remove temporary code

commit bc8121349789de632d1115a7804a17b882559e1b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 16:02:23 2020 +0200

    Choose StructuredBuffer<float> over ByteAddressBuffer

commit 21b9d002b29b9887da8661f32505973e75d0420f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 30 17:16:37 2020 +0200

    Change Buffer<uint> to Buffer<float> to avoid dx warning issue.

commit be691cd625a18194c5662de17c952613b4f591e3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 19:06:25 2020 +0200

    Fix alignement for ByteAddressBuffer

commit 3ec05dfadefc483507d3de12caf4a2e216af6e66
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sun Mar 29 17:58:05 2020 +0200

    WIP : Trying to move to ByteAddressBuffer

commit 2cf1db8679851ff55afcd5f17afa8a52b4d9e179
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 18:06:49 2020 +0100

    add note for later

commit e6fd7c1931919c657b7c65f8197be03e387e56dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:44:24 2020 +0100

    *Draft test data (will be removed)

commit c84f0e927ebe00f655d3fb92bbe98d6c03fdcf34
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 17:16:12 2020 +0100

    Fix expressionMesh format

commit 6f48ffbdb55f38da5750f63fc1a38d79a5d19800
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:01:01 2020 +0100

    Update draft test

commit edec8e1e997188e0dbc82ad9bb38e0ac178476d2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Sat Mar 28 15:00:41 2020 +0100

    Sample Index *WIP*

commit 2853d8b25eabd0dcf3f5af4718d71f17685d5a7b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 15:54:29 2020 +0100

    *Remove End expression for mesh evaluation (invalid because we can't guess context for this case)

commit d4f09e0cc4c058d07a2c40366e4e0bd45476d7fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 12:00:30 2020 +0100

    Add minimal integration for newly added VFXExpressionVertexBufferFromMesh

commit baf39dcdf6fc340269fb5442c763e4932ead57f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:59:25 2020 +0100

    Add test data (to revert)

commit 7a2fd0337ecc965dcea105dfd34973499f736bb8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:58:53 2020 +0100

    Revert "Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh"

    This reverts commit 6d507a684f14dc09641877d6d691fd96adb63be4.

commit 6d507a684f14dc09641877d6d691fd96adb63be4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 11:56:51 2020 +0100

    Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh

commit d26b342644bc08c2ab4118a71899bb78a2c303a7
Merge: b1512335cb 40749ce2ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 27 09:27:26 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit b1512335cb09b7b3e1ee783f991347704c4952be
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 18:24:05 2020 +0100

    Fix after merge

commit 43e25995ca9a15aa0ee5c88297616ccbd3fc5c2d
Merge: e357f4871b 7abaf9bbf2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 17:47:34 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit e357f4871b8c39257c62daf1fe63f85241325712
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 25 08:56:53 2020 +0100

    Fix build in 2020.1 to resolve comment https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/258#pullrequestreview-52608

commit bfc0d9f7aeaa8b34407bfa8279d30bf59cf55099
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 18:44:28 2020 +0100

    *Fix compilation

commit 6cfd2d90292796c5b21e63d01c4b4bf8563c0184
Merge: 41a1a8e212 128101bc63
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 14:56:22 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 41a1a8e212c82b48832ab88f68348c145c0960c6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 15:19:24 2020 +0100

    *Update expression name

commit 27794064fd01207a35e7d967ff322e9d552a2054
Merge: ad597a0388 28f0ca20a0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 10:21:38 2020 +0100

    Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit ad597a03881e11743e68555f985c304ee2d7557d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:18:40 2020 +0100

    Support float or uint read in sample mesh color

commit 8ca98dd9a375431ddc04c7a0cb625c35a2c99f57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 10:05:40 2020 +0100

    Add compatibility code & use new available expression from https://ono.unity3d.com/unity/unity/changeset/6afd1f99b768984023366f3aba746390c763432f

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Sample mesh, add placement mode : Surface & Edge *WIP*

* Some experiment with low distorsion mapping

* *WIP* debug data (will be removed anyway)

* Clean BarycentricCoordinatesBis

* Fix to graft : support for flag enum in inspector

* Add animation test data from @vlad

* Test scene *WIP*

* Use GetVertexStride depending of channelIndex & VFXExpressionVertexBufferFromMesh depending of channelFormatAndDimensionAndStream

* *WIP* pushing test data

* *Push Some test data (will be removed)

* Fix test adding a *WIP* note

* Minor fixes after merge

* Add SkinnedMeshRenderer exposable

* Add SkinnedMeshRenderer in IsTypeConstantFoldable

* Add VFXExpressionSampleSkinnedMeshRendererFloat & co support (it should be factorizable)

* Move hexahredron to common data, it will be convinient for graphicTest

* Fix PositionMesh (bad merge)

* Implement Graphic Test for skinned mesh (not yet tested in standalone yet)

* *Add reference images

* Clean some code, remove intermediate compatibility code

* Add variant provider for sample mesh

* Factorize sampling function to share them with PositionMesh

* Start factorization of SamplePositionMesh

* Add simple TODOPAUL

* Add another TODOPAUL

* Change VertexAttributeFlag to VertexAttribute, use proper mesh type in MeshPosition

* Implement surface coordinate & sample vertex for position mesh

* Remove test data & Update actual graphicTest

* Use nameof instead of verbatim (this code will not be backported)

* Fix sample edge

* Add skinned & mesh index/vertex count

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* *Update reference image for mesh sampling

* *Add sampleMesh index for skinned & mesh

* Fix after merge (wasn't so obvious but now works \o/ Can be factorized)

* Simpler update to use now available ByteAddressBuffer

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
#	com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionAbstract.cs
#	com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl

* Revert "Simpler update to use now available ByteAddressBuffer" (onluy VFXCommon.hlsl)

This reverts commit 65b5ce1c588b969b95726a83d06a34a386a8c16d.

* Fix compilation

* Fix wrong return type of FetchBuffer

* *Restore lost test for triangle sampling

* Proper sample OOB fix

* Use explicit branch in SampleMeshReadFloat : we aren't supposed fetch in invalid buffer

* Enable GPUSkinng, default mode

* Remove float cast for condition since we are able to compare uint

* Factorize insertGPUTransformation using the common switch

* Clean multiple place where "ByteAddressBuffer" is declared

* Simply generated code verifying at http://shader-playground.timjones.io/d7df4e7dbec05529d6943aacca2812b9

* Remove unexpected restored file (as been renamed)

* *Update changelog

* *Fix build

* *Update image reference

* Remove useless case in GetFunctionParameterType (ByteAddressBuffer is in TypeToCode anyway)

* Fix after merge

* First draft of documentation for sample mesh

* *Update documentation

* *up doc

* *documentation

* Add documentation for Mesh Index Count & Vertex Count

* *documentation

* *Remove unexpected change & deprecated code

* *documentation

* Remove unexpected change in changelog.mp

* *Apply formatting

* *Update documentation

* Minor documentation update

* Documentation : add "inspector" flag when relevant

* Rename confusing "x" in "edge"

See https://docs.google.com/document/d/1VbIc5pMkgFX2Ui4-LWrZ7uQ4EKlXlFxWWW4ufcex70I/edit

* *Remove deprecated MeshSampling & Update TOC

* Reviewed the Set Position(Mesh) doc

* Reviewed mesh index count doc

* reviewed the rest of the sample mesh operators.

* Fix ToC & rename some "Skinned Mesh Renderer" in "Skinned Mesh"

* Missing minor change

* *Reupdate VFX after merge

* Fix several tooltip issues

- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89530
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89531
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89532
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89533
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89534
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89535
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89536
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89538
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89539
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89540
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89541
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89542
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89544
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89545
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89546
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89547
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89548
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89549
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89550

* Forgot to stage files from previous commit d8c1bef513605c8c7b40ec855cfe2be4de2e7d5e

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109724

Remove not needed UNITY_2020_2_OR_NEWER condition

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109727

Isolate helper function to VFXMeshSampling.hlsl

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109725

- Rename sourceExpression to targetExpression
- Add InvalidOperationException if we are detecting an unexpected graph

* Add missing compile of channelFormatAndDimensionAndStream

- Check branch behavior
- Trying to find infinite recursion due to dependent sampling
- TODO : Add an editor test to inspect the actual generated graph (already checked in debug)

Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* *Update all VisualEffectAsset

"flipbookLayout: 0" everywhere
+ Some missing meta in test project (minor)

* *Apply formatting

* *Update missing reference images

* Other missing update screenshot & missing meta

* Fix formatting : this change can be grafted directly on master

* Three minor fixes from https://github.com/Unity-Technologies/Graphics/pull/3414

- Wrong Image reference : Fix D3D11 standalone
- Unconsistent debug assert (the recreate can be called on subslot) : Fix Space_Slot_Sanitize_Still_Possible_ArcSphere
- CreateComponentWithAllBasicTypeExposed : remove VFXValueType.CameraBuffer from list of tested exposed type (it can'td irectly be exposed)
These change can independantly land in `master`

* Fix incorrect changelog.md in com.unity.visualeffectgraph

* Remove unexpected duplicated entry in changelog.md

* Fix changelog : unexpected removed entries in 11.x

* *Update changelog.md

* [BRP] Fix Shader Compilation (#216)

* Fix incorrect direct access to GetWorldToObjectMatrix

* *Update changelog.md

* Sphere and cube outputs as experimental

* Add castShadows as additionalMappings in VFXStaticMeshOutput (#217)

* [Orient] 'Look At Position' particle disappearance (#101)

* Expensive fix

Computes two cross products to avoid the case when one of them is zero. Is it faster than branching to check ?
Is this edge case worth the additional cost ?

* More explicit approach/similar instruction cost + LookAtLine

* Update Orient.cs

* Handles edge case when cross(axis1, axis2) = (0,0,0) for all Orient variants

* Small mistake in the exception message

* Factorize SafeNormalizedCross

* Update changelog

* Added information about compute shaders and ssbos (#222)

* Added information about compute shaders and ssbos

* Added recommendation to use Vulkan over OpenGL ES

* Removed 'two'

* Added entry about vfx graph not being out of preview for mobile platforms

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* [Fix] PropertyBinder : Reset & Undo (#212)

* Fix missing record object for proper undo/redo & reset

* *Update changelog.md

* Fix issue https://favro.com/organization/c564ede4ed3337f7b17986b6/1973edb4634ba00a90689144?card=Uni-160638

* Avoid VFXPropertyBinder to be added twice

* Fix incorrect reference after copy past

* Fix RemoveComponent clearing property binder first

* Handle Copy/Past \o/

* Let the LateUpdate without any editor code & use Update (avoid the one frame of latency for inspector)

* Remove useless recompute of GetComponents every frame, and use Reload (safer)

* Remove dead code

* *Add new entry in changelog (side improvement/fix)

* *Update comment

* [Fix] Null Ref Exception due to IsAssetEditable (#221)

* Resource can be null on a block inspector while we are removing it

Use safe check of resource before IsAssetEditable

* *Update changelog

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/221#discussion_r113060

* [Fix] Component Board UX issue (#220)

* Fix missing call to OnSelectionChanged on first display (before selection changed called)

* Fix change from component notifying the VFXView

* Fix toggle component board state

* Minor fixes

* *Update changelog.md

* [Fix] System name 'Model is not registered' (#224)

* *Add editor test to catch corner case issue with system name

* Move Create_Simple_Graph_Then_Remove_Edget_Between_Init_And_Update_TestCaseto VFXGUITest

* Actual fix of 1315593

The flow edge change is only triggering kConnectionChanged so, if you are trying to access m_SystemNames before compilation

* Remove unexpected change

* [Test] Revert after change  (#213)

* Local test (I'm using git diff to check actual file change)

* test adding a lit mesh output

* *Testing with shaderGraph

* *test bis

* *Add unit test to cover unexpected increasing size

* Properly implement the test

* Remove test data

* *Temp lot of log & save it to independant file

* HotFix : UpdateSubAsset in OnPreprocessAsset

Shouldn't be necessary, the actual problem is maybe in C++ implementation

* Clean test & add comment

* *WIP* Serialization test which seems (tm) to reproduce the same issue

* To revert : experiment adding log while loading VFXSerializableObject

*Without Import Asset after write*
Saving : 100
Loading : 100
Loading : 100
OnBeforeSerialize : 100
Saving : 101
Loading : 101
Loading : 101
OnAfterDeserialize : 100
Loading : 100
=> Test fail !

*With Import Asset after write*
Saving : 100
Loading : 100
Loading : 100
OnBeforeSerialize : 100
OnAfterDeserialize : 100
Saving : 101
Loading : 101
Loading : 101
Loading : 101
OnBeforeSerialize : 101
OnAfterDeserialize : 101
Saving : 102
Loading : 102
Loading : 102
Loading : 102
OnBeforeSerialize : 102
OnAfterDeserialize : 102
Saving : 103
Loading : 103
Loading : 103

* *Revert unwanted change

* Clean & Unify test behavior

* Safety check in newly integrated test (if asset is empty, it isn't expected neither)

* Remove OnCompile : Avoid recompile twice, the WriteAsset is already trigerring an import

* [Test] Add test to cover CopyValuesFrom (#225)

* *Add test to cover CopyValuesFrom issue

* *Extend the newly added test

Check every value in copied values

* Just added a perf marker

* Changed `mobile` to `Android` (#227)

* Fix "`syntax error: unexpected token 'if' at kernel CSMain`" (#228)

int ia, int ib, ... is actually not needed since "i" remains an local scope value

* [Fix] Deleted properties still visible in inspector (#231)

* Fix missing BuildParameterInfo when we are removing a VFXParameter

* Minor : fix typo in comment

* Fix cases where some settings change didnt trigger a recompilation (#233)

* Prevent focus on empty element if search list is empty (#229)

See this rero : https://fogbugz.unity3d.com/f/cases/1235269/#BugEvent.1073014330

* handle constant folding correctly with SG interpolators

* Added note about gamma color space in URP (#237)

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Check if parameter is null in AdvancedVisualEffectEditor::EmptyLineControl (#238)

* Vfx/docs/point cache update (#234)

* Added sample content documentation

* Added point cache rewrite

* Fixed toc formatting

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Fixed various docs issues (#243)

* Fixed incorrect indentation in the toc

* Fixed capitalization surrounding Operator

* Fixed capitalization surrounding Block

* Fixed capitalization surrounding Context

* Fixed table format

* Added flipbook layout property

* Removed outdated information

* Fixed table format

* Moved image to next line

* Added information about when the flipbook layout property appears

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Added new documentation for sampling point caches and attribute maps (#241)

* Added new documentation for sampling point caches and attribute maps

* Added link to attribute map definition

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Add suffix to loop variable to avoid shader warnings (#240)

* Fix issue with output mesh always triggering reimport + Fix modified state (#242)

* Fix VFX with output mesh being always recompiled

* Fix modified state (* being correct now)

* Update save state

* Use macros for texture sampling (#244)

* Use macros for texture sampling + remove ambiguity between sample and sampleLOD

* Forgot to do it for gradient and curve

* [Fix] Unexpected expression in spawn context (#235)

* Fix missing filter in per spawn expression computation

* Cache the indexOfLastCommonExpression in graph

* *Update changelog.md

* Update HDRP VFX

* Update URP Assets

* [Feature] Bounds Computation helper (#201)

* [Feature] Signed Distance Field Baker (#186)

* Proper bounds transform (#247)

* Proper bounds transform

* Remove bounds padding in manual

* Fix editor tests

* More stable Graphics test

(cherry picked from commit ef9b090fd6a8f322ea8bca0719a9b291423d15ac)

* Fix sanitize for bounds mode

(cherry picked from commit 4a09093f8b72c41e516f0c78a2b7e453569167cb)

* Update HDRP assets

(cherry picked from commit a74d2c405548307fc9e5785c12eccd11e5cbc403)

* Fix compil in URP

(cherry picked from commit fd8aa0847ed550a651969ed158b73214f1829802)

* Update URP assets

(cherry picked from commit 0b81e0f087981bbae9727003fc4ce778c753c7b5)

* Formatting

(cherry picked from commit d643152f0e3eef9fd3688102c2a21369a71575d2)

* Update assets

* Remove Input layout

(cherry picked from commit d24654ac7ce462e84a4db87d36cf8a912fd51660)

* Animator Culling mode : Always Animate

(cherry picked from commit c1d3ab6d404b75ee12e7a5ab8ee6923258c3853f)

* Fix filename to solve formatter issue

(cherry picked from commit 48ca232718ffa6a6490fe7b44b0f58db5d9c3e16)

* Remove old files

(cherry picked from commit 4ebe6284d6d8aeeff450ad9f4595415eb9ef19b5)

* Changes images of windows standalone

(cherry picked from commit a1678a1b242c2625b6840ecfe96fb1448cd9af9b)

* SDF Baker API Docs (#249)

* Remove input layout

* Animator Always Update

* Revert "Animator Always Update"

This reverts commit feea94bc6d9a77a671a8ae969cdd8a0b49bae78e.

* Revert "Revert "Animator Always Update""

This reverts commit 16f86567f949f0eff6e5d8bd011e3e82a9aad9c5.

* First commit on changing docs

* More changes to modifiers

* Documentation for API + IDisposable MeshToSDFBaker

IDisposable is removed for the sdfPreview because it forced the Dispose function to be public, and had no real use

* Fix build VFX_HDRP

* Fix 'MeshToSDFBaker.m_DefaultPath' is assigned but its value is never used

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

* *Force Apply formatting

* Update HDRP project assets

* Fix 1336155: incorrect buffer type for strips

* Forgot to update change log

* What's new in version 11 (#245)

* [Fix] Bounds Helper Polish (#250)

* Null-check the bounds recorder when saving

* Clean

* Record system + warnings only if valid

* Tooltip for Bounds Setting mode

* formatting

* Use CanBeCompiled instead of manual checks

* Update HDRP assets

* Remove currently useless URPSubOutput serialization

* Update URP assets

* Fix VFX using new SG integration being always dirty

* [VFX] Enable motion vectors optimization in XR (#246)

* Store projected position for vertices on each XR view when using VFX_FEATURE_MOTION_VECTORS_VERTS

* Update changelog

* Moving VFXCameraXRSettings out of VFXManager

* Group camera XR settings in a single property

* Remove useless reimport/save issues (#253)

* Fix issues with subgraphs

* Check isDirty before saving dependencies

* Misc stuff

* Formatting

* formatting

* Remove unused meta

* [Fix] Prevent exception when inverting a degenerate TRS matrix (#252)

* Prevent degenerate TRS matrices

* Changelog + epsilon only for small values

* Consistently output a zero-matrix when evaluated in C#, C++ or GPU

* [Fix] normalWS compilation in depth unlit (#256)

* Fix normalWS compilation error

Only occurs if shaderGraph is using normal in opacity

* Fix missing varying for normal & tangent

Only if shadergraph needs those

* [VFX] Add frontface semantic to vfx using shader graph materials (#257)

* Add frontface semantic to vfx using shader graph materials

* Update changelog

* [VFX] Motion vectors for particle strips (#251)

* Motion vectors for quad particle strips

* Motion vectors for line particle strips

* StripsMotionVector Graphic test

Result image for windows used in all platforms

* Store 2 verts per particle for quad strips and 1 per particle for line strips

* Modify reference images .meta files

* Update changelog

* Get particle index from thread id

* [Fix][SDFBaker] Unity Crash when switching SDF Baker saved settings containing prefabs (#264)

* Use mesh instead of selectedMesh when loading params and to display FitToBox/Cube

* update changelog

* [Fix] Overlay Gizmo (#260)

* Fix case 1340818

Separate Gizmo rendering from Overlay rendering
See also https://unity.slack.com/archives/C014H2BPXMY/p1623158419065000?thread_ts=1622793094.052000&cid=C014H2BPXMY

* *Update changelog.md

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/260#issuecomment-56740

Since gizmo & overaly rendering are now separated, we have to "Prepare" the gizmo
Solution : use the common helper to properly cache needed gizmo data while clicking on "frame button"
Simpler & Safer solution

* Fix corner case issue

https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/260#issuecomment-57521 Thanks @vita-skruibyte
We have a process which invalid the gizmo cache : https://github.cds.internal.unity3d.com/unity/vfx-graphics/blob/vfx/staging/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs#L312 (see PropertyOverrideChanged)
However, If we are trying to rebuild the gizmo property before the next inspector invalidation, the m_VFXPropertySheet won't be up to date.
Use m_SerializedObject.Update(); when rebuilding the gizmo cache (this m_SerializedObject.Update(); will be called every frame anyway : https://github.cds.internal.unity3d.com/unity/vfx-graphics/blob/vfx/staging/com.unity.visualeffectgraph/Editor/Inspector/AdvancedVisualEffectEditor.cs#L373)

* [Fix][1309958] Collide with Depth Buffer in Orthographic mode (#239)

* first step into handling orthographic cameras

* New Expressions to retrieve orthographic settings + matrix construction

* Update changelog

* Works with Custom camera

* Properly handle orthographic depth collision.

Exactly for planar surfaces, approximately for curved surfaces/at the edges of a solid

* Larger offset for orthographic camera

* Fix naming consistency

* Update the main camera operator

* Fix 1225764 :  Selection outline Point Output (#135)

* Fix the culling output

Replace empty return ( pos = (0,0,0,0) ) with pos outside of clip space

* Update CHANGELOG.md

* point to issue tracker instead of fogbugz

* remove unnessecary culling check

* Revert "remove unnessecary culling check"

This reverts commit 4771ba98217a0d01fc39b6a083f478d121e02488.

* Use NaN to cull

* [Switch] Fix OOB in Initialize compute (#261)

* Fix OOB

See original experiment https://github.com/Unity-Technologies/Graphics/commit/dfe52eedf211f2350e98377b5a6fd839638f0648

* *Update changelog.md

* Minor refactor of dichotomy code

- Address this issue : Fix https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/261#discussion_r159944
- I checked the generated code from ilassembly : http://shader-playground.timjones.io/52be834b8d455f3240051c5f7eebee5d
- Run locally URP graphicTest in playmode :green: (TODO : verify on switch)

* Remove Optimized Link on PS4 for test project (#266)

* Exclude skinnedsdf test from PS4 (#267)

* *Apply Formatting

* Minor Changelog reordering

Putting new entries at the end

* [Doc] Confusing note about frame delay (#265)

* Fix really strange documentation entry

* Apply doc suggestion

From : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/265#discussion_r162754

* [VFX] Add shader formatting for Infinity and NaN in floats (#259)

…
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