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BatchRendererGroup test project splitMask support #6416
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…s it to render black objects.
…g tests to fail randomly.
# Conflicts: # TestProjects/BatchRendererGroup_HDRP/Assets/SampleScenes/BRGGameObjects/RenderBRG.cs # TestProjects/BatchRendererGroup_HDRP/Assets/SampleScenes/BatchRenderGroupRaw/BRGSetup.cs # TestProjects/BatchRendererGroup_URP/Assets/SampleScenes/BRGGameObjects/RenderBRG.cs # TestProjects/BatchRendererGroup_URP/Assets/SampleScenes/BatchRenderGroupRaw/BRGSetup.cs
It appears that you made a non-draft PR! |
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Looks good to me if Yamato is passing: https://yamato.cds.internal.unity3d.com/jobs/902-Graphics/tree/graphics%252Fhrnext-culling-bugfix/.yamato%252Fall-batchrenderergroup.yml%2523BatchRendererGroup_trunk/10202310/job
Need to have reference images updated now.
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Universal_BatchRendererGroup_trunk on this branch is green.
* Ported BatchRendererGroup API tests to use the refactored culling callback API. * BRGSetup.cs: added 64 bytes of zeros to beginning (convention). Causes it to render black objects. * BRGSetup.cs test case didn't setup inverse matrices correctly, causing tests to fail randomly. * Updated BRG test scripts for HDRP * Automated formatting patch to make Yamato pass * Update yamato generated refenrece images * Update yamato generated refenrece images for BRG_URP * Properly initialize drawCommandPickingInstanceIDs to null in the simple example. Co-authored-by: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Co-authored-by: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Co-authored-by: MingWai Chan <mingwai@unity3d.com>
* Ported BatchRendererGroup API tests to use the refactored culling callback API. * BRGSetup.cs: added 64 bytes of zeros to beginning (convention). Causes it to render black objects. * BRGSetup.cs test case didn't setup inverse matrices correctly, causing tests to fail randomly. * Updated BRG test scripts for HDRP * Automated formatting patch to make Yamato pass * Update yamato generated refenrece images * Update yamato generated refenrece images for BRG_URP * Properly initialize drawCommandPickingInstanceIDs to null in the simple example. Co-authored-by: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Co-authored-by: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Co-authored-by: MingWai Chan <mingwai@unity3d.com> Co-authored-by: Sebastian Aaltonen <sebastian.aaltonen@unity3d.com> Co-authored-by: Tomas Kiniulis <tomas.kiniulis@unity3d.com> Co-authored-by: MingWai Chan <mingwai@unity3d.com>
The PR that adds splitVisibilityMask to BatchRendererGroup has landed in trunk. This PR fixes the BatchRendererGroup test projects to function with the latest version.