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[VFX] Staging to master #6400
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[VFX] Staging to master #6400
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* Fix debug view material TODO : Add GraphicTest * Fix tab/space mix * Add HDRP debug scene * *Add reference image for HDRD_Debug(Property) * *Update changelog.md
* do not Create VFXGraph in import callbacks * error when graph missing. Better test code for asset creation
…n the asset inside the editor. (#118) * Added OnOpenAssetAttributeMode.Validate * added UNITY_2021_1 * remove the shaders has they are not edited in the editor. * Fix macro
# Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md
* Select node on create * Fix for right click in block and add doesn't deselect clicked block * fix for subgraph not being selected on drag and drop * Select converted node/block after convert subgraph * Fix for selection undo separate in some cases. Fixed flow anchor drag context selection. * Fix for undo of add subgraph operator
# Conflicts: # com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs # com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs # com.unity.render-pipelines.universal/Editor/2D/Renderer2DUpgrader.cs # com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/EditorTool/ScriptablePathInspector.cs # com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/GUIFramework/Control.cs # com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/GUIFramework/GUIAction.cs # com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/View/Drawer.cs # com.unity.render-pipelines.universal/Editor/LightExplorer.cs # com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateSpriteLitShaderGraph.cs # com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateSpriteUnlitShaderGraph.cs # com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateUnlitShaderGraph.cs # com.unity.render-pipelines.universal/Runtime/External/LibTessDotNet/Tess.cs # com.unity.shadergraph/Editor/AssetCallbacks/CreateVFXShaderGraph.cs # com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs # com.unity.shadergraph/Editor/Data/Nodes/LegacyUnknownTypeNode.cs # com.unity.shadergraph/Editor/Data/Nodes/NodeClassCache.cs
… "New" when no asset is set. (#173) * Base Commit * Documentation * Updated Changelog * Fixed Typo Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
* Added excludeFromTAA setting to VFX outputs Added excludeFromTAA setting to VFX outputs. Currently it is only supported in HDRP suboutputs. Required adding ${VFXStencilForward} variable to forward pass templates * Update VFXHDRPSubOutput.cs suport exclude from TAA in transparent only * Added documentation to exclude from TAA property * Graphic test Added graphic test: 32_ExcludeFromTAA * Update graphic test background for better contrast * Update CHANGELOG.md Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
* Allow Set Spawn Count & Set Spawn Time TODO : List Spawn count in available variant * Fix reference lost in m_SerializableType No idea of implication of this :-/ * Squashed commit of the following: (retrieve fix from @tristan) commit c24981d7dad15100eb40a92a6a9370e9ba800acd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Oct 9 17:27:57 2020 +0200 Update message from @vlad suggestion Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757 commit a87ba18 Merge: 13b501e 296ffd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Oct 9 09:25:02 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/error-at-creation # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 13b501e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Oct 9 09:24:27 2020 +0200 *Add warning for CollisionDepthBuffer Update & Fix Changelog.md commit 4bfb1e7 Author: Tristan Genevet <tristan@unity3d.com> Date: Thu Oct 8 18:10:42 2020 +0200 Fix for displaying error from the creation of a node. * Add error feedback on failing custom spawner reference * Revert "Allow Set Spawn Count & Set Spawn Time" This reverts commit 0a6c75c. # Conflicts: # com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs * Remove unexpected change * *Revert change in changelog * *WIP* add ResolveCustomCallbackInstance Some refactor mark as "TODOPAUL" * Clean implementation : customBehavior & comment * *Add test to cover sanitize before modify references * Change namespace for builtin custom spawner & sanitize * Extend test to verify connexion * *Update changelog.md * Add specific error if customBehavior returns null * Fix corner case when ScriptableObject reference has been lost * Work but not idea with copy/past + potential leak * Better implementation : use directly "MonoScript" * Fix spawnerTest * Rename "Can't found" => "Can't find"
…pacity (#174) Issue introduced with https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136 And more precisely https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136/commits/27c041da92ec89407ae775fe4c4f24681f156cb8
* Add test * Add test to cover behavior from case 1271839
* Trick ExcludeFromPreset Since this attribute is declared with "Inherited = false", we can't use it directly on VFXObject. Extend the VFXInfo is valid to filter out preset. * Fix missing ExcludeFromPreset for subgraph * *Update changelog
* Base Commit * Updated Documentation with explicit limitations. * Fixed incorrect Merge * Add regression Test * Removed Test as It can't handle Exceptions thrown in Custom Importers * Fixed value divider Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
* Update gradient test * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com>
* Initial commit * Overflow handling options for the user * Addressing mode for overflow to the choice of the user * Foldable to Constant value * Update 09_PointCache.vfx * Added reference images * Remove float-to-integer conversion * Put the choice of the output type in the Inspector only * Simplify output type handling * Sample Point cache != Attribute map => two operators * Update Branch (error .yamato/docs/editor_pinning.png) * Update SamplePointCache.cs * Update 09_PointCache.vfx * Output type set in a cogwheel * Update 09_PointCache.vfx * Revert "Update Branch (error .yamato/docs/editor_pinning.png)" This reverts commit 02f6b6c993c2382bb10669edd16f7d06876a0cbc. * Restore vfx asset * Revert back to using generics for type handling * Update SampleAttributeMap.cs * Reformating + changelog * Update 09_PointCache.vfx * Update SamplePointCache.cs * Refactor of AttributeFromMap using VFXExpressionSampleAttributeMap * Merge branch 'vfx/staging' into vfx/feature/sample-point-cache * Revert "Merge branch 'vfx/staging' into vfx/feature/sample-point-cache" This reverts commit b4a03e182a3e106c2fabc262777615f9c3b94a7e.
* Update Pass.template * Update CHANGELOG.md
…fx-graphics into vfx/staging
* Enable LPPV in HDRP test project * Fix LPPV for gbuffer pass * Add graphics test * Update changelog
+ Update VFXManager in test project
perl $HOME/unity-meta/Tools/Format/format.pl --nobackups --hgroot $(pwd) .
# Conflicts: # TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/31_CameraBuffer.vfx
Needed after merge of #5125
* Fixed NRE when debug mode is active and changing opened VFX asset * Updated changelog * Update changelog with public link Co-authored-by: Paul Demeulenaere <pauld@unity3d.com> Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
* Fix bug with a static * Update changelog
* Add HasAttributeBuffer flag + increment compiledVersion * changelog
# Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md
Also double check there isn't any change in VFX asset
There is an issue with Win_DX11_editmode_mono_Linear All in all, it isn't specific to |
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. VFX 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. |
Purpose of this PR
Testing status
Yamato 🟢 (but instable)
Comments to reviewers
N/A