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Checklist for PR maker

  • Have you added a backport label (if needed)? For example, the need-backport-* label. After you backport the PR, the label changes to backported-*.
  • Have you updated the changelog? Each package has a CHANGELOG.md file.
  • Have you updated or added the documentation for your PR? When you add a new feature, change a property name, or change the behavior of a feature, it's best practice to include related documentation changes in the same PR. If you do add documentation, make sure to add the relevant Graphics Docs team member as a reviewer of the PR. If you are not sure which person to add, see the Docs team contacts sheet.
  • Have you added a graphic test for your PR (if needed)? When you add a new feature, or discover a bug that tests don't cover, please add a graphic test.

Purpose of this PR

  • This PR fixed an issue where _ScreenParams set by SetPerCameraShaderVariables are getting reset.

Testing status

  • Tested with local project that disaplays _ScreenParams.xy value on quad.
  • ABV

Comments to reviewers

  • The SetupCameraProperties call will reset _ScreenParams field set by SetPerCameraShaderVariables such as _ScreenParams.
  • I have moved the SetupCameraProperties after SetPerCameraShaderVariables to avoid being reset

…s call has to be called after SetupCameraProperties to reset the values.
@thomas-zeng thomas-zeng requested a review from cdxntchou October 21, 2021 22:41
@thomas-zeng thomas-zeng requested review from a team as code owners October 21, 2021 22:41
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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://unity-ci.cds.internal.unity3d.com/project/902/
Search for your PR branch using the search bar at the top, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)

URP
/jobDefinition/.yamato%252Fall-urp.yml%2523PR_URP_trunk
With changes to URP packages, you should also run
/jobDefinition/.yamato%2Fall-lightmapping.yml%23PR_Lightmapping_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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It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page).
See the PR template for more information.
Thank you!

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Woot!

@thomas-zeng thomas-zeng changed the base branch from master to universal/staging October 25, 2021 14:56
@phi-lira
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This PR has conflicts now, please resolve them so it can be merged.

…gies/Graphics into universal/xr/fix-percam-shadervar-urp

# Conflicts:
#	com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs
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Hi @phi-lira,
I have resolved the conflicts, could you review the changeset e619900 and if it looks good merge the PR to staging? thanks!

@thomas-zeng thomas-zeng merged commit 4789991 into universal/staging Nov 1, 2021
@thomas-zeng thomas-zeng deleted the universal/xr/fix-percam-shadervar-urp branch November 1, 2021 22:33
@phi-lira phi-lira restored the universal/xr/fix-percam-shadervar-urp branch November 5, 2021 09:02
cdxntchou pushed a commit that referenced this pull request Nov 9, 2021
…e (target PR was already merged)

This reverts commit bc3cd3f.
jessebarker pushed a commit that referenced this pull request Nov 9, 2021
* Fixing ScreenPosition and PixelPosition flips in built-in, Universal

* Adding node test for default screen pos

* Screen Position test -- adjust comparison to look correct, and reduce threshold for error

* Move pixel coordinate origin to upper left, add pixel position test, and reduce screen position test sensitivity by half

OSX GL tests fail even at 1/4 sensitivity.. seems to have unusually large error (but still small on the scale of things)

* Dropping sensitivity to 20

* Putting API switches on the sensitivity

* Fixing nondeterministic Dither tests

* Updated reference images

* Adding XR Screen Position dependency for HD

* Adding changelog

* Flip Vertex Pixel Position to match the standard (upper left origin)

* Merge of changes from PR #6114 (simplifies this PR)

* Removing XR special case, Adding VFX support

* Adding vertex screen position behavior tests

* Revert "Merge of changes from PR #6114 (simplifies this PR)" for merge (target PR was already merged)

This reverts commit bc3cd3f.
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3 participants