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@alex-vazquez alex-vazquez commented Aug 17, 2021

Purpose of this PR

XPIPELINE-247

HDRP and URP look the same now:

image


Testing status

  • Check all the icons
  • Check presets work on URP

Comments to reviewers

Moving code to Core from HDRP and using it on URP.

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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed.
Link to Yamato: https://yamato.cds.internal.unity3d.com/jobs/902-Graphics
Search for your PR branch using the sidebar on the left, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)

HDRP
/.yamato%252Fall-hdrp.yml%2523PR_HDRP_2021.2

URP
/.yamato%252Fall-urp.yml%2523PR_URP_2021.2

SRP Core
You could run ABV on your branch before merging your PR, but it will start A LOT of jobs. Please be responsible about it and run it only when you feel the PR is ready:
/.yamato%252F_abv.yml%2523all_project_ci_2021.2
Be aware that any modifications to the Core package impacts everyone in the Graphics repo so please discuss the PR with your lead.

Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure.

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@arttu-peltonen arttu-peltonen left a comment

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Found some code that could potentially get removed?

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General comment: I haven't found a great way to get a sense of "what's changed" when reviewing refactoring PRs such as this one, so any tips with this are appreciated. Lots of things have just moved to new files, but sometimes there are subtle changes that are hard to notice. Some ideas that might help with this issue in the future:

  1. List non-functional changes separately from the functional changes in the PR description.
  2. Make separate commits where things are only moved around, and functional changes in other commits. This would allow me to view the functional changes in isolation.

Any thoughts?

@martint-unity
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Why do we have a drop-down for only one option?
And also the length of the drop-down is wider than that it needs to be. SO it sticks out on the right hand side. Just looks a bit off.
image

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@martint-unity martint-unity left a comment

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Have a few comments

public static readonly GUIContent lightLayer = EditorGUIUtility.TrTextContent("Light Layer", "Specifies the current Light Layers that the Light affects. This Light illuminates corresponding Renderers with the same Light Layer flags.");

// in casse that you want to keep the indentation but have nothing to write
public static readonly GUIContent empty = EditorGUIUtility.TrTextContent(" ");
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Is this the place for this empty style. Isn't this a more global thing? Or maybe I am missing something.

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moved in another PR

return CoreEditorUtils.LoadIcon(@"Packages/com.unity.render-pipelines.core/Editor/Lighting/Icons/LightUnitIcons", name, ".png");
}

// TODO: Move all light unit icons from the package into the built-in resources.
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Do we have a Jira ticket for this task?

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XPIPELINE-247

}

// Need to cache the serialized object on the slider, to add support for the preset selection context menu (need to apply changes to serialized)
// TODO: This slider drawer is getting kind of bloated. Break up the implementation into where it is actually used?
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is this TODO tracked as a JIRA somewhere?

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not that I know

@alex-vazquez alex-vazquez marked this pull request as ready for review September 8, 2021 13:07
@alex-vazquez alex-vazquez requested review from a team as code owners September 8, 2021 13:07
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@erikabar erikabar left a comment

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Developer already tested this PR, I'm approving without additional testing

@alex-vazquez alex-vazquez force-pushed the x-pipeline/refactor-light-ui branch from a67ee51 to 5b2bfb4 Compare September 17, 2021 07:33
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7 participants