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[DO NOT MERGE] Deferred GraphicsTest Automation #2721

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@cinight cinight commented Nov 23, 2020

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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Please visit this document for details.

kaychang-unity and others added 30 commits June 12, 2020 13:09
Stencil states now setup in C# code rather than in shader code.
Added new custom shader tags.
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.
…surface.

Removed unecessary clear operations.
cinight and others added 24 commits September 1, 2020 14:08
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.
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.
Removed unecessary memory allocation in C#.
# 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
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cinight commented Feb 16, 2021

This PR is old and I have a new one here: #3519

@cinight cinight closed this Feb 16, 2021
@cinight cinight deleted the universal/deferred-test branch February 16, 2021 14:41
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