New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[9.x.x] Improved EditorResourceAsset loading and shader nullreference exceptions #236
Merged
phi-lira
merged 2 commits into
master
from
universal/editorresource-and-speedtree-fixes
Apr 27, 2020
Merged
[9.x.x] Improved EditorResourceAsset loading and shader nullreference exceptions #236
phi-lira
merged 2 commits into
master
from
universal/editorresource-and-speedtree-fixes
Apr 27, 2020
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
phi-lira
approved these changes
Apr 23, 2020
This was referenced Apr 23, 2020
Merged
erikabar
approved these changes
Apr 27, 2020
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Tested Boat Attack models, also grabbed more models from the Asset Store - everything is now importing faster. NullReferenceExceptions are gone.
ellioman
added
backported-7.x
backported-8.x
and removed
needs-backport-7.x
needs-backport-8.x
labels
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 * 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>
0lento
pushed a commit
to 0lento/Graphics
that referenced
this pull request
Jun 11, 2020
* Fix issues with CheckVFXManager (not all :() * Fix for exception when clicking stop while no debugui curve is chosen. * Fix vfxmanager not beeing called on first use of vfx. * Fix Instability in spawn test (Unity-Technologies#237) * It doesn't fix but help to receive an understandable error * *Add comment * *Disable sprite packer to speed up switch to playmode * *Use EnterPlayMode instead of Update in editor when it's relevant * *Update comment * Remove workaround to retrieve gameobject, it was actually a closure issue. * Fix case 1193602. handle correctly texture constant folding with multiple references * Regression test for case 1216631 : Exact Fixed Time Step (Unity-Technologies#231) * Add regression test for case 1216631 * Avoid corner case of 05. + 0.5 almost equals to 1 (Yamato could have one frame delay) * Clean correctly scene after test * Fix Create_Spawner_Check_Time_Mode_Update_Count * Fix missing null check for pCache (Unity-Technologies#239) * Inspector : Add message when asset is stored in bundle (Unity-Technologies#240) * Add message for properties when asset is store in asset bundle. * *Update changelog.md * Mention Inspector only constraint in graphInBundle text "Exposed properties are hidden in the Inspector when Visual Effect Assets are stored in Asset Bundles." * Fix pCache file handling (Unity-Technologies#241) * Fix case 1185677 : There was missing close of several stream leading to some locked file * *Update changelog.md * Fix age option filters out (Unity-Technologies#242) * Fix AppendVector * Fix various bugs with Position (Cone) block * 6143028 - renamed soft particle fade distance, made attributes adding text (min… (Unity-Technologies#234) * Fix for mainTexture input slot appearing during firt import in MeshOutputs. * 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 for compilation cycling when a dependent asset is not found. * VFXUIDebug is no longet a VFXObject as it doesn't have to be. * 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 * Fix changelog * Update VFX Co-authored-by: Tristan Genevet <tristan@unity3d.com> Co-authored-by: Paul Demeulenaere <pauld@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Purpose of this PR
This PR solves two issues:
Checklist for PR maker
need-backport-*
label. After you backport the PR, the label changes tobackported-*
.CHANGELOG.md
file.Testing status
Manual Tests:
Automated Tests:
Added a check in the ValidateBuiltinResourceFiles test where we now also test that the editor resource asset is loaded.
Yamato:
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics/tree/universal%252Feditorresource-and-speedtree-fixes