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Merge Hdrp/staging [Skip CI] #202

Merged
merged 1,563 commits into from Apr 28, 2020
Merged

Merge Hdrp/staging [Skip CI] #202

merged 1,563 commits into from Apr 28, 2020

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sebastienlagarde
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@sebastienlagarde sebastienlagarde commented Apr 21, 2020

Purpose of this PR


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)
  • Other:

Automated Tests: What did you setup? (Add a screenshot or the reference image of the test please)

Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics

Any test projects to go with this to help reviewers?


Comments to reviewers

Notes for the reviewers you have assigned.

FrancescoC-unity and others added 30 commits March 6, 2020 10:52
…cumentation (#6099)

* Remove info box and update documentation

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…e preview (#5847)

* Added planar reflection probe preview mip and exposure sliders

* Updated changelog

* Disable mip map as we don't have them anymore

* Re-edited changelog

* Use SRP macros in shader

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed the size of the planar reflection / cookie atlas after an upgrade of the HDRP asset

* Updated changelog
* Update HDAdditionalCameraData.cs

* Update SkySettings.cs

* Update 9801_ShurikenLightModule.unity

* Update HDAdditionalCameraData.cs

* Update 9801_ShurikenLightModule.unity
* - Fixed transparent SSR for shader graph.

* changelog
* 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>
* 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>
…XR 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>
…6179)

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

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix draw renderers custom pass out of bound exception

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix PBR shader render states

* Updated changelog
* fix some typos

* Revert typo fix that break public API

* Changelog

* Add regenerated shader includes

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…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>
eturquin and others added 3 commits April 24, 2020 19:39
* Made the static lighting sky public so that users can change it by script for baking purpose.

* Update changelog
sebastienlagarde and others added 13 commits April 25, 2020 13:56
* Fixed an error about procedural sky being logged by mistake.

* Update changelog
* Update HDRenderPipeline.cs

* Update HDRenderPipeline.cs

* Update CHANGELOG.md

* Update HDRenderPipeline.cs

* fix typo

* fix typo 2
* Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ile is invalid. (#278)

* Fixed a null ref exception in static sky when the default volume profile is invalid.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
@sebastienlagarde
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Yamato is green. Merging

@sebastienlagarde sebastienlagarde merged commit 56eb1c3 into master Apr 28, 2020
0lento pushed a commit to 0lento/Graphics that referenced this pull request May 19, 2020
* superCollapse : only first connector displayed. Added menu to collapse uncollapse multiple operators.

* Fix for infinite recompile

* Make noise expressions work on CPU

* Vfx/feature/strip distortion (Unity-Technologies#200)

* Recompile VFX

* Remove useless VFX library clears

* 797d742 - Make sure the subgraph is added to the graph when we set the setting.

* Add test that convert the default template to a subgraph context.

* Subgraph operators appear on drag edge on graph.

* Fix for convert to subgraph test

* Fix for choose gizmo popup width

* Fix for scene view window for visual effect not appearing if gizmos are off.

* Fix for exception when adding an output to a used subgraph operator.

* Small rendering fixes on strips

* Small update on assets

* Fix for too long block names not clipped. [1199508]

* Fix for inspector when resetting  a visual effect [1199605]

* Alpha Clipping for Shadow & Motion Vectors (Unity-Technologies#194)

* Always use alpha test with a treshold

* Add alpha clipping in shadow test

* Custom clipping is now possible in planar primitive

* Remove USE_ALPHA_TEST forced in pass velocity (shared pass with depth, can't be independant)

* Add support for Motion vector clipping in forward for mesh, cube & lit output

* Minimal covering of alpha covering

* Fix build hdrp template

* Reduce treshold for motionvector test

* *Update MotionVector to minimize change from graphic test & Update reference images

* Inverse test (clip is actually a greater or equal test) & Update test data

* Fix mix tab & space

* Minor tweak alpha to keep a consistent change

* Forgot a png change

* Update reference image with yamato result

* Extend shadow test to cover it using shader graph too

* Update reference image (warning : I run these test on AMD card)

* Test with MotionVector : notice an unexpected alpha scale

* Minor adjustement

* Some rename, still issue with an unexpected alpha scale

* *Fix wrong calculation in SimpleAlphaClipping

* Update 24_MotionVector

* *Update standalone motion vector

* Allow alphaTreshold from vfx in shaderGraph only if treshold isn't used in shaderGraph (see https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/194#discussion_r27028 )

* Apply some rename

* Clear runtimeData

* Restore initial motionVector treshold

* Fool proofing code for case of gameobject deleted

* Fix for copying subgraph contexts.

* Fool proof display of gizmos in slot containers

* Fix for Lit planar output conversion between types.

* Disable randomly failing 006_StripAttributes (poke @julienf-unity)

* Small fixes (strips and distortion)

* Don't copy paste anything when converting to subgraphblock

* Fix wrong automatic merge in template (Unity-Technologies#204)

* Fix triangle missing from enum slots.

* Fix Sample Scene Test (Unity-Technologies#203)

* Fix using a procedural function which isn't a noise

* Renable ShadergraphSampleScene

* added ExcludeFromPreset on vfxparameter because presets don't work with parameters.

* Fix for exception when opening a graph with change sugraph operator slots. [1202819]

* Fix exception when compiling an asset with a turbulence block in absolute mode

* make property names clip.

* Fix subgraph block into subgraph context (Unity-Technologies#210)

* Allow reattaching when edit button opens the visual effect graph and attach [1201770]

* Fixed GetCustomAttribute that was locked to Current (Unity-Technologies#207)

* Fixed GetCustomAttribute that was locked to Current

* Fixes for PR

* Shader compilation now works when using view direction in shader graph

* Recompile VFX

* Fix for destroying selected component corrupt "Play Controls" window [1203555]

* Backout noise evaluation on CPU (Unity-Technologies#5164)

* Fix for DockAreaHost exception

* Fix changelogs

* Fix subgraphContextWithSubgraphblock graphic test (tested locally)

* Fix for exception when using AssetDatabase.SaveAssets()

* comment out rtx2080s as these dont work on bokken currently. cherry pick

* Revert "comment out rtx2080s as these dont work on bokken currently. cherry pick"

This reverts commit f56a293d5f0c7f339a4097addf47da450e3b00bb.

* Explicitely copy operators and parameters when converting to subgraph. Make sure the links between them, and between them and blocks are correctly recreated.

* Depth Position and Collision blocks now work correctly in local space systems

* Message in the right order

* Rebuild vfx

* Simplifiy sort shader

* Moved Toggle Display option for  VFX Event tester from Menu to Display Control Window (Unity-Technologies#202)

* Fix Inconsitent DirectionType in Math Operator (Unity-Technologies#211)

* Add an allowDirection filter

* Filter Direction Type in operator : Ceiling, Cosine, Discretize, Exp, Floor, Fractional, Length, Log, Power, Reciprocal, Round, Saturate, Sine, SquareRoot

* Fix spaceable filtering (allowSpaceable only wasn't including direction type)

* *Update changelog

* Step should not be used with DirectionType

* Fix Package dependency (Unity-Technologies#215)

* Fix ExposedProperty in Player (Unity-Technologies#212)

* in some cases AABox position gizmo would not move when dragged.

* Fix for converting subgraph with external links to operators.

* Fix case where implicit post block could be subgraph blocks.

* Removing warning as it can happen at launch which prevent abv from passing.

* Fix inspector with Asset Bundle (Unity-Technologies#219)

* Fix issue "Visual Effect component is not fully shown in the Inspector if VFX is loaded from Asset Bundle" (1203616)

* *Update changelog

* OnStop Event connected to the start of a Spawn Context (Unity-Technologies#201)

* Add spawner test to cover regression

* Fix inverted assert

* WIP : some bugs fixed.

* *Update changelog

* works on two given cases. more test needed

* Small naming error.

* Fix unexpected public API (7.2.0) (Unity-Technologies#225)

* Test File (will be removed)

* *Update _A.vfx

* Remove unexpected public API to internal

* Remove test files

* *Update Changelog.md

* added null check to prevent exception in certain cases.

* Check VFXManager values when importing a VFX.

* Recompile VFX

* Fix for Custom button in Event Tester window

* Various backports : Added copy paste slot values. Added create node on edge.

* Additionnal check when displaying gizmo in AdvancedVisualEffectEditor to prevent exceptions when component is reset.

* Remove "Enter Subgraph" command when there is no subgraph on a node.

* Make sure m_Subchildren is recreated if m_Subgraph changes. [1213498]

* Widen contexts again by 32px to fix some bugs.

* Support Range and Min attributes on int and uint parameters

* Small misc minor fixes

* removed the gizmedanchor if it is no longer in the valid gizmo list for instance if the dataanchor is no longer existing.

* Put direction gizmo in fixed position on the screen.

* Add Construct Matrix operator

* Recompile VFX

Co-authored-by: iTris666 <smirnhoof@mac.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Sophia <16596228+sophiaaar@users.noreply.github.com>
0lento pushed a commit to 0lento/Graphics that referenced this pull request May 19, 2020
* superCollapse : only first connector displayed. Added menu to collapse uncollapse multiple operators.

* Fix for infinite recompile

* Make noise expressions work on CPU

* Vfx/feature/strip distortion (Unity-Technologies#200)

* Recompile VFX

* Remove useless VFX library clears

* 797d742 - Make sure the subgraph is added to the graph when we set the setting.

* Add test that convert the default template to a subgraph context.

* Subgraph operators appear on drag edge on graph.

* Fix for convert to subgraph test

* Fix for choose gizmo popup width

* Fix for scene view window for visual effect not appearing if gizmos are off.

* Fix for exception when adding an output to a used subgraph operator.

* Small rendering fixes on strips

* Small update on assets

* Fix for too long block names not clipped. [1199508]

* Fix for inspector when resetting  a visual effect [1199605]

* Alpha Clipping for Shadow & Motion Vectors (Unity-Technologies#194)

* Always use alpha test with a treshold

* Add alpha clipping in shadow test

* Custom clipping is now possible in planar primitive

* Remove USE_ALPHA_TEST forced in pass velocity (shared pass with depth, can't be independant)

* Add support for Motion vector clipping in forward for mesh, cube & lit output

* Minimal covering of alpha covering

* Fix build hdrp template

* Reduce treshold for motionvector test

* *Update MotionVector to minimize change from graphic test & Update reference images

* Inverse test (clip is actually a greater or equal test) & Update test data

* Fix mix tab & space

* Minor tweak alpha to keep a consistent change

* Forgot a png change

* Update reference image with yamato result

* Extend shadow test to cover it using shader graph too

* Update reference image (warning : I run these test on AMD card)

* Test with MotionVector : notice an unexpected alpha scale

* Minor adjustement

* Some rename, still issue with an unexpected alpha scale

* *Fix wrong calculation in SimpleAlphaClipping

* Update 24_MotionVector

* *Update standalone motion vector

* Allow alphaTreshold from vfx in shaderGraph only if treshold isn't used in shaderGraph (see https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/194#discussion_r27028 )

* Apply some rename

* Clear runtimeData

* Restore initial motionVector treshold

* Fool proofing code for case of gameobject deleted

* Fix for copying subgraph contexts.

* Fool proof display of gizmos in slot containers

* Fix for Lit planar output conversion between types.

* Disable randomly failing 006_StripAttributes (poke @julienf-unity)

* Small fixes (strips and distortion)

* Don't copy paste anything when converting to subgraphblock

* Fix wrong automatic merge in template (Unity-Technologies#204)

* Fix triangle missing from enum slots.

* Fix Sample Scene Test (Unity-Technologies#203)

* Fix using a procedural function which isn't a noise

* Renable ShadergraphSampleScene

* added ExcludeFromPreset on vfxparameter because presets don't work with parameters.

* Fix for exception when opening a graph with change sugraph operator slots. [1202819]

* Fix exception when compiling an asset with a turbulence block in absolute mode

* make property names clip.

* Fix subgraph block into subgraph context (Unity-Technologies#210)

* Allow reattaching when edit button opens the visual effect graph and attach [1201770]

* Fixed GetCustomAttribute that was locked to Current (Unity-Technologies#207)

* Fixed GetCustomAttribute that was locked to Current

* Fixes for PR

* Shader compilation now works when using view direction in shader graph

* Recompile VFX

* Fix for destroying selected component corrupt "Play Controls" window [1203555]

* Backout noise evaluation on CPU (Unity-Technologies#5164)

* Fix for DockAreaHost exception

* Fix changelogs

* Fix subgraphContextWithSubgraphblock graphic test (tested locally)

* Fix for exception when using AssetDatabase.SaveAssets()

* comment out rtx2080s as these dont work on bokken currently. cherry pick

* Revert "comment out rtx2080s as these dont work on bokken currently. cherry pick"

This reverts commit f56a293d5f0c7f339a4097addf47da450e3b00bb.

* Explicitely copy operators and parameters when converting to subgraph. Make sure the links between them, and between them and blocks are correctly recreated.

* Depth Position and Collision blocks now work correctly in local space systems

* Message in the right order

* Rebuild vfx

* Simplifiy sort shader

* Moved Toggle Display option for  VFX Event tester from Menu to Display Control Window (Unity-Technologies#202)

* Fix Inconsitent DirectionType in Math Operator (Unity-Technologies#211)

* Add an allowDirection filter

* Filter Direction Type in operator : Ceiling, Cosine, Discretize, Exp, Floor, Fractional, Length, Log, Power, Reciprocal, Round, Saturate, Sine, SquareRoot

* Fix spaceable filtering (allowSpaceable only wasn't including direction type)

* *Update changelog

* Step should not be used with DirectionType

* Fix Package dependency (Unity-Technologies#215)

* Fix ExposedProperty in Player (Unity-Technologies#212)

* in some cases AABox position gizmo would not move when dragged.

* Fix for converting subgraph with external links to operators.

* Fix case where implicit post block could be subgraph blocks.

* Removing warning as it can happen at launch which prevent abv from passing.

* Fix inspector with Asset Bundle (Unity-Technologies#219)

* Fix issue "Visual Effect component is not fully shown in the Inspector if VFX is loaded from Asset Bundle" (1203616)

* *Update changelog

* OnStop Event connected to the start of a Spawn Context (Unity-Technologies#201)

* Add spawner test to cover regression

* Fix inverted assert

* WIP : some bugs fixed.

* *Update changelog

* works on two given cases. more test needed

* Small naming error.

* Fix unexpected public API (7.2.0) (Unity-Technologies#225)

* Test File (will be removed)

* *Update _A.vfx

* Remove unexpected public API to internal

* Remove test files

* *Update Changelog.md

* added null check to prevent exception in certain cases.

* Check VFXManager values when importing a VFX.

* Recompile VFX

* Fix for Custom button in Event Tester window

* Various backports : Added copy paste slot values. Added create node on edge.

* Additionnal check when displaying gizmo in AdvancedVisualEffectEditor to prevent exceptions when component is reset.

* Remove "Enter Subgraph" command when there is no subgraph on a node.

* Make sure m_Subchildren is recreated if m_Subgraph changes. [1213498]

* Widen contexts again by 32px to fix some bugs.

* Support Range and Min attributes on int and uint parameters

* Small misc minor fixes

* removed the gizmedanchor if it is no longer in the valid gizmo list for instance if the dataanchor is no longer existing.

* Put direction gizmo in fixed position on the screen.

* Add Construct Matrix operator

* Recompile VFX

* No more exception when dragging vfx to empty visual efect graph window.

* Fix issues with CheckVFXManager (not all :()

* Prevent breaking the opening of the editor if an exception is thrown in subgraph code.

* 238efb5 - Fix vfxmanager not beeing called on first use of vfx.

* Fix case 1193602. handle correctly texture constant folding with multiple references

* Inspector : Add message when asset is stored in bundle (Unity-Technologies#240)

* Fix pCache file handling (Unity-Technologies#241)

* Fix age option filters out (Unity-Technologies#242)

* Fix AppendVector (Unity-Technologies#244)

* Fix various bugs with Position (Cone) block

* 6143028 - renamed soft particle fade distance, made attributes adding text (min… (Unity-Technologies#234)

* 310c43a - Fix for nesting of VFXSubgraphContexts (Unity-Technologies#236)

* cd2cd7e - fix for Convert inline to exposed property / Quick expose property does not set correct default value in parent

* Fix Missing Packing.hlsl include while using an unlit shadergraph. Unity-Technologies#233

* Change the way multiple reference to the same texture is handled

* Fix space issues with blocks and operators taking a camera as input

* Fix issue with multiple definition of texture

* Revert "238efb5 - Fix vfxmanager not beeing called on first use of vfx."

This reverts commit 05536b43df317bc60750ebd006bd1a0347a4810d.

Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
Co-authored-by: Thomas Iché <thomasi@unity3d.com>
Co-authored-by: sophia <sophia@unity3d.com>
PaulDemeulenaere pushed a commit that referenced this pull request Jan 28, 2021
* Provides consistent behavior with Add Age and Set Age

* Update Changelog

* update changelog
julienf-unity added a commit that referenced this pull request Mar 10, 2021
* 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

* 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

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

* Spawn State documentation (#195)

* Correct Sign operator node output for float when input is 0.0f

* changed sky, emission scale, and updated references (#203)

* Allow remaking an existing link. (#146)

* 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 #2873

* Removing changelog entry

The actual fix was already there, this code is only a synchronisation with 7.x.x & prior version.

* Fix ordering for "+" button in blackboard (#197)

* [Fix Case 1221557] Checkbox Age Particles consistency (#202)

* Fix case 1309174 - Fix compute culling compilation in URP (#210)

* [pCache] Fix minor UX issues (#207)

* [VCS] Handle correctly locked asset (#193)

* Fix menu item

The `//` was causing an untracked issue

* [BRP] Fix Shader Compilation (#216)

* Sphere and cube outputs as experimental

* Add castShadows as additionalMappings in VFXStaticMeshOutput (#217)

* 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>

* [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

* [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 ProcessOperatorSign test

Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/190 & this change 1d6e19d

* Update HDRP VFX

* Fix formatting

* update URP assets

* Clean simple ribbon

* Add missing metas

* Disable motion vector per vertex optimization (#214)

Temporarily disable motion vector per vertex optimization.
Small refactor for vertex count calculation

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com>
Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com>
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
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)

…
PaulDemeulenaere added a commit that referenced this pull request Jan 13, 2022
* 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)

* Add shader formatting for Infinity and NaN in floats

* Remove code avoiding divide by 0

+ replace 1.#INF literal with more compatible (1.0f/0.0f)

* Add a define for VFX_NAN and VFX_INFINITY

* *Update changelog missing entry

From https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/259

* Transform Shape V2 (#258)

* Move position to deprecated before creating a new variant

* Use TArcCone instead of ArcCone

TODO : Remove TArcCone from the listing
TODO : Remove center

* *WIP* First draft of gizmo

* Remove ArcCone_center

* Add gizmo for scale entry

TODO : Not sure it's wanted

* Restore initial arc cone gizmo

TODO : Probably some refactor to share code

* Remove _WIP_TODOPAUL

* Remove TArcCone from listing

* Add normalize for direction

* Fix color override from scale gizmo

* Add TCone & include it in TArcCone

* Move Deprecated to isolate folder (we will have several in this PR)

* Move collision sphere to deprecated

* Use Collision with TSphere instead of Sphere

* Add Position (Sphere) using TSphere

* Add gizmo for TSphere & TArcSphere

* Add Distance To Sphere => To Ellipsoid

*WIP* the projection is actually incorrect

* Kill Sphere now uses TSphere instead of Sphere

Bonus : Use UniformScaleMatrix in Collision Sphere

* *WIP* Prototype for collision considering particles radius

* Remove unexpected normalize

* Allow conversion from TSphere to Sphere *WIP*

We can potentially improve the interface directly returning an enumerable of slots/expression

* Collision Sphere : simplification for the case RadiusMode.None

* First draft of Cone Collision

* Fix collision inside cone

* Fix collision cone with radius

* Better (& clearer) approximation of relative scale

* Fix Collide Sphere (unexpected * 2.0f removed)

* Commit Test Data (will be removed before the end of the branch)

* Move Cylinder to deprecated

* *Use correctly inverse transform to compute direction in arcCone

* Remove "public T GetValue()"

* *Update test data

* Add custom name & ExcludeFromProperty

Better filter of deprecated type & add "(Deprecated)" on old type

* Move deprecated type to an independant file

* Revert changes from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/258/commits/0c774c936f5fbae40f0d86a950982079797681af

Analytic distance to a ellipsoid isn't possible

* *Revert unexpected change

* Fix Sphere Gizmo with scale

* Fix not uniform scale in cone gizmo

* Move PositionTorus to Deprecated

* *Add Implementation of Postion TArcTorus

* Implement TTorus gizmo

* Fix unexpected missing TTous in listing of exposed properties

* Move Position Circle to deprecated

* *Implement Position TCircle

* Implement Circle Gizmo

* Move Volume operator to deprecated

Those will be replace with a TShape

* Implement new Volume/Area operators

* Rename collision cylinder => deprecated

* Apply formatting

* Add missing cast from Sphere => TSphere

* Re-integrate the classic Sphere gizmo

It will be used for Distance To Sphere & Conform To Sphere (maybe ?)

* Fix build of operator utility test

* Fix of sequencer operator

* *Preparing graphicTest data

* *Update GraphicTestData adding no radius variant

* *Upload Reference image

* *Move test data to common testing package

* *Update HDRP image re…
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