-
Notifications
You must be signed in to change notification settings - Fork 855
[VFX] Test for exact fixed time step (& restore option) #4365
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
Merged
PaulDemeulenaere
merged 361 commits into
master
from
vfx/fix/1289829-add-test-for-exact-fixed-time-step
May 5, 2021
Merged
[VFX] Test for exact fixed time step (& restore option) #4365
PaulDemeulenaere
merged 361 commits into
master
from
vfx/fix/1289829-add-test-for-exact-fixed-time-step
May 5, 2021
Conversation
This file contains hidden or 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
* *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 missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type
* Change the way rand expression equality is handled * Refactor a bit * Add editor test
* 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>
* 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
…sions-colorgrading' into vfx/staging
* 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
…fx-graphics into vfx/staging
* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU * *Update changelog.md
* 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>
* 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
…les (#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
* 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 e72745d. * Revert "Revert "Output Event Helpers" (#110)" This reverts commit e72745d. * 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>
* 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
* *Add test to cover CopyValuesFrom issue * *Extend the newly added test Check every value in copied values
…fx-graphics into vfx/staging
* Fix missing BuildParameterInfo when we are removing a VFXParameter * Minor : fix typo in comment
…ime-step # Conflicts: # TestProjects/VisualEffectGraph_HDRP/ProjectSettings/EditorBuildSettings.asset # TestProjects/VisualEffectGraph_URP/ProjectSettings/EditorBuildSettings.asset
*Warning* OSX HDRP is actually a copy of OSX URP (I don't expect difference)
JordanL8
approved these changes
Apr 29, 2021
VladNeykov
approved these changes
Apr 29, 2021
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.
Already tested by @VladNeykov : See QA report
Retested locally
That's good for me!
julienf-unity
approved these changes
Apr 29, 2021
…ime-step # Conflicts: # com.unity.visualeffectgraph/Documentation~/VisualEffectGraphAsset.md
All test 🟢 at a3644ef |
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
Restore "exact fixed time step" option reverted from [10.x.x][VFX] backport Remove Exact Fixed Time option (#2507) #2516

Complementary test from change at : https://ono.unity3d.com/unity/unity/pull-request/115930/_/graphics/vfx/fix/1289829-exact-fixed-time-not-safe

Default layer for system is now "0" instead of "Uint.MaxValue", see 207ea52
Testing status
Already tested by @VladNeykov : See QA report
Retested locally

Awaiting for yamato : Mostly green at this revision only a couple of missing image reference, fixed at db413be
Comments to reviewers
This is a copy of the internal PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/167