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Added VFX What's New 12 doc and images.
Added new entries to the VFX What's new page.
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VFX
/.yamato%252Fall-vfx.yml%2523PR_VFX_trunk

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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@VladNeykov VladNeykov left a comment

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Hi Vic, looking good!
I've noted a few possible things to check out.


In this version, the Visual Effect Graph has added support for the Universal Render Pipeline’s (URP) 2D Renderer. This means that you can now render effects in a 2D project and sort them along with sprites in your scene.

For more information, see [Rendering in the Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest?/manual/rendering-in-universalrp.html).
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Should we link to the latest version here, or to the equivalent 12.x?

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Ah, you make a good point, the equivalent 12.x link would be better! Done :)


![img](Images/banner-graphics-compute-buffer-support.png)

VFX version 21.2 also adds support for Graphics/Compute buffers. This makes it easier to handle and transfer large amounts of data to a Visual Effect Graph. This is particularly useful for tracking multiple GameObject positions in your graph.
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@VladNeykov VladNeykov Sep 27, 2021

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VFX version 21.2

My bad if I wrote this originally; I think it's misleading saying VFX version 21.2; it should be either VFX version 12.0 or VFX Graph in 2021.2.

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@VladNeykov VladNeykov Sep 27, 2021

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support for Graphics/Compute buffers

Maybe just Graphics buffers.

From Paul:

Yes, "Graphics Buffer" it's the most correct way to express it, Structured Buffer is also fine but it refers to the GPU view.

This also showed up in this forum thread.

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Thanks! Fixed.


For more information, see [Signed Distance Fields in the Visual Effect Graph](sdf-in-vfx-graph.md).

### HDRP Decal Output
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The decal output section looks to be empty (image and description)

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ops. Added!


![img](Images/banner-transform-shape.gif)

This VFX graph version adds a transform to various shape blocks and operators to make them easier to use and to give you more precise control. For example, you can use this transform to rotate a Position Circle block to make the circle shape face a new direction, or to scale the shape of a sphere collision block on one axis to collide with an ellipse.
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@VladNeykov VladNeykov Sep 27, 2021

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collide with an ellipse.

Just googled it and apparently ellipsoid is the 3D version of an ellipse. Apologies, I wrote the wrong one originally, should be "ellipsoid".

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Ah, that makes more sense! Fixed.

Updated banner-urp-fixed-lit-output.png
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Reviewed feedback, pushing changes accordingly.


In this version, the Visual Effect Graph has added support for the Universal Render Pipeline’s (URP) 2D Renderer. This means that you can now render effects in a 2D project and sort them along with sprites in your scene.

For more information, see [Rendering in the Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest?/manual/rendering-in-universalrp.html).
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Ah, you make a good point, the equivalent 12.x link would be better! Done :)


For more information, see [Signed Distance Fields in the Visual Effect Graph](sdf-in-vfx-graph.md).

### HDRP Decal Output
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ops. Added!


![img](Images/banner-transform-shape.gif)

This VFX graph version adds a transform to various shape blocks and operators to make them easier to use and to give you more precise control. For example, you can use this transform to rotate a Position Circle block to make the circle shape face a new direction, or to scale the shape of a sphere collision block on one axis to collide with an ellipse.
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Ah, that makes more sense! Fixed.


![img](Images/banner-graphics-compute-buffer-support.png)

VFX version 21.2 also adds support for Graphics/Compute buffers. This makes it easier to handle and transfer large amounts of data to a Visual Effect Graph. This is particularly useful for tracking multiple GameObject positions in your graph.
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Thanks! Fixed.

Made changes as per Vlad's comments.
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@VladNeykov Pushed changes to fix the issues you mentioned in your comments.

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Looking great, thanks for the PR @Vic-Cooper ! :)

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Why do we have conflicted files here?

@Vic-Cooper Vic-Cooper merged commit 22baf63 into master Jan 14, 2022
@Vic-Cooper Vic-Cooper deleted the vfx/docs/whats-new-12 branch January 14, 2022 10:12
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4 participants