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[DO NOT MERGE] Deferred GraphicsTest Automation #2721
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Stencil states now setup in C# code rather than in shader code. Added new custom shader tags.
…k, re-added profiler scope.
Added catch-all cases for materials that do not define UniversalMaterialType: default to Lit material.
com.unity.render-pipelines.core: 10.0.0-preview.28 com.unity.render-pipelines.high-definition-config: 10.0.0-preview.25 com.unity.render-pipelines.high-definition: 10.0.0-preview.25 com.unity.render-pipelines.lightweight: 10.0.0-preview.25 com.unity.render-pipelines.universal: 10.0.0-preview.24 com.unity.shadergraph: 10.0.0-preview.25 com.unity.visualeffectgraph: 10.0.0-preview.25
- Moved a bunch of public methods to internal in DeferredLights. - Moved deferredShading bool into an enum.
…/Unity-Technologies/Graphics into universal/merge-forward-deferred
…surface. Removed unecessary clear operations.
…tead of gbuffer pass.
…forward-deferred-tests
Note that if renderingPath is deferred, soft shadows is controlled per light. In contrary when renderingPath is forward, soft shadow is enabled on all lights as long as at least 1 light has soft shadows enabled.
…forward-deferred-tests
Added shadowFade feature for deferred rendering path.
Made ForwardRenderer.renderingMode and m_RenderingMode properties readonly. It is not possible anymore to programatically change rendering mode at runtime. Instead, users should switch Renderer when they need to move between forward and deferred renderer.
…forward-deferred-tests # Conflicts: # TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset
…upport it (GL on MacOS). Previous code pattern was not supported by shaderLab (#pragma target 4.5 CANNOT be conditionally defined).
…null ref. Otherwise material upgrading get messed up.
…forward-deferred-tests
Removed unecessary memory allocation in C#.
…forward-deferred-tests
# Conflicts: # com.unity.render-pipelines.universal/Editor/ForwardRendererDataEditor.cs # com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs # com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassBillboard.shader
# Conflicts: # TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset # com.unity.render-pipelines.high-definition-config/package.json
This PR is old and I have a new one here: #3519 |
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Purpose of this PR
Deferred rendering path can re-use some existing test scenes in UniversalGraphicsTest.
This PR contains some temporary codes to run these test scenes in Deferred.
We cannot merge this into master because we want to wait for URP project splitting.
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