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[VFX] Fix inconsistent NeedsPositionWorldInterpolator #5784
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PaulDemeulenaere
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vfx/fix/regression-from-sg-fix-1352662
Sep 24, 2021
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[VFX] Fix inconsistent NeedsPositionWorldInterpolator #5784
PaulDemeulenaere
merged 3 commits into
master
from
vfx/fix/regression-from-sg-fix-1352662
Sep 24, 2021
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Use common function to factorize the requirement test from SG Regression introduced by #5428
com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
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I'm switching back to draft while I'm improving this implementation: #5784 (comment) |
Isolate screen computation from the world dependancy See #5784 (comment) /!\ Remove the VFXTransformPositionWorldToClip evaluated in fragment /!\ GraphicTest are 🟢 locally
julienf-unity
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com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
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com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs
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If we want to be consistent with SG implementation, we have to reproduced this code: https://github.com/Unity-Technologies/Graphics/blob/75f4b421fa774d43000d703f2bbf05d7a1ca6606/com.unity.render-pipelines.universal/Editor/ShaderGraph/Templates/SharedCode.template.hlsl#L56 ``` $SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x); ``` Checked manually the values were consistent with VFX
cdxntchou
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* Fix inconsistent NeedsPositionWorldInterpolator Use common function to factorize the requirement test from SG Regression introduced by #5428 * Better fix & Better performance Isolate screen computation from the world dependancy See #5784 (comment) /!\ Remove the VFXTransformPositionWorldToClip evaluated in fragment /!\ GraphicTest are 🟢 locally * Fix incorrect computation of INSG.ScreenPosition If we want to be consistent with SG implementation, we have to reproduced this code: https://github.com/Unity-Technologies/Graphics/blob/75f4b421fa774d43000d703f2bbf05d7a1ca6606/com.unity.render-pipelines.universal/Editor/ShaderGraph/Templates/SharedCode.template.hlsl#L56 ``` $SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x); ``` Checked manually the values were consistent with VFX
Has been backported with #5817 |
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Purpose of this PR
Fix issue introduced at #5428
The condition which generates VFX_VARYING_POSWS wasn't consistent between defines & code generationExtract code which computes the ScreenPosition/PositionNDC from the WorldPosition dependency, it saves interpolator & computation when it isn't actually needed.
Testing status
Locally 🟢
Yamato ⏳
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