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Refactor VFX / SG Integration (use any target) #3467
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…oduce VFX generation mode
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…/Unity-Technologies/Graphics into HDRP/sg-vfx-integration-improved
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The head still have an unexpected "#pragma enable_d3d11_debug_symbols"
No real impact on execution beside build size.
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I double check the discussion and everything has been resolve.
LGTM, we have to be sure that Nightly_VFX_HDRP is 🟢 but also HDRP, we got this failure on last run with OSX :
[06:26:38.461 Information] [260/262] TestFinish
name: UnityEngine.TestTools.Graphics.Tests.ImageAssertTests.PerPixel_BadB_Throws
result: PASSED
duration: 0.010073 seconds
[06:26:45.241 Information] LogEntry
severity: Warning
message: 61 TextureIDs were not freed
stacktrace:
line: 1734
file: ./Runtime/GfxDevice/GfxDevice.cpp
However, I don't think it's related to your change...
Great job @johnpars ! This refactor will unleash a lot of technical constraint we had with VisualEffectGraph integration.
FYI, I started to port your approach to URP (see this branch) but it's still in progress. I will come back to you once I have something working in both pipeline.
Re-launched nightly with custom revision that should be green: https://yamato.cds.internal.unity3d.com/jobs/902-Graphics/tree/HDRP%252Fsg-vfx-integration-improved/.yamato%252Fall-hdrp.yml%2523Nightly_HDRP_CUSTOM-REVISION/6546711/job/pipeline |
Purpose of this PR
Allow users to target VFX Graph with HDRP Master Node/Stack in ShaderGraph. Specifically it unlocks the following to users:
Bubbles.mp4
The refactor is done with the following technical goals in mind:
Usage
Testing
From a user point of view, this PR introduces a slight adjustment in workflow.
From a quality/testing point of view this PR introduces various things that will require validation in various systems (HDRP, SG, VFX).
Comments to reviewers
This PR is dependent on an incoming C++ PR from the VFX team for VFX Material Serialization. In the meantime I have made a temporary workaround C++ branch that injects the material render state: https://ono.unity3d.com/unity/from-git/changelog?branch=graphics%2Fvfx%2Finject-material-state