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DOTS compatible error/loading shaders GFXHYR-308 #6449
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…= "HDRenderPipeline" }
…and Non SRP Batcher compatible cases
# Conflicts: # TestProjects/BatchRendererGroup_HDRP/Assets/SampleScenes/BRGGameObjects/RenderBRG.cs # TestProjects/BatchRendererGroup_URP/Assets/SampleScenes/BRGGameObjects/RenderBRG.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineRuntimeResources.asset
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. HDRP URP 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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small comment otherwise good for hdrp section
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Tested BatchRendererGroup_HDRP, Amalienborg palace builds on Deferred and Forward with Game Objects and BRG. Looks good on HDRP side.
Test doc for more details: https://confluence.unity3d.com/pages/viewpage.action?pageId=172268208
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# Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs
# Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md # com.unity.render-pipelines.universal/CHANGELOG.md
# Conflicts: # TestProjects/BatchRendererGroup_HDRP/Assets/SampleScenes/BRGGameObjects/RenderBRG.cs # TestProjects/BatchRendererGroup_URP/Assets/SampleScenes/BRGGameObjects/RenderBRG.cs
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LGTM.
Co-authored-by: Felipe Lira <felipedrl@gmail.com>
com.unity.render-pipelines.universal/Shaders/Utils/FallbackLoading.shader
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…Technologies/Graphics into graphics/brg-error-loading-shader
…the define when the C++ PR providing the APIs actually land
/!\ Most of the changes are test related
Purpose of this PR
URP changes only
FallbackError.shader
andMaterialError.shader
. These shaders were originally split to have a DOTS compatible error shader while still having a shader being compatible with built-in RP.However this PR tries to simplify this by having only one shader with two sub shaders and use the
Tags { "RenderPipeline" = "UniversalPipeline" }
thingyURP/HDRP changes
#pragma editor_sync_compilation
to error/loading shaders to avoid the "error/loading shader is currently loading" edge case[Reload("Path/To/Shader.shader")]
additions/updatesThese new shaders are needed by Hybrid Renderer since built-in error/loading shaders aren't DOTS compatible.
Testing status
- Manual testing
- URP/HDRP QA pass
- Added URP/HDRP scenes to test various error shader cases when rendering with a BRG (not automated) :
- Yamato PR URP/HDRP on trunk green except: