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PR workflow guidelines

  • SRP ABV will start automatically on Yamato when you open your PR
  • Changes to docs and md files will not trigger ABV jobs
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  • ABV will restart if you add a new commit to a branch with an open PR (hence why you should consider using draft PRs)
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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.
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  • 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

Why is this PR needed, what hard problem is it solving/fixing?


Testing status

Manual Tests: What did you do?

  • Opened test project + Run graphic tests locally
  • Built a player
  • Checked new UI names with UX convention
  • Tested UI multi-edition + Undo/Redo + Prefab overrides + Alignment in Preset
  • C# and shader warnings (supress shader cache to see them)
  • Checked new resources path for the reloader (in developer mode, you have a button at end of resources that check the paths)
  • Other:

Automated Tests: What did you setup? (Add a screenshot or the reference image of the test please)

Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics

Any test projects to go with this to help reviewers?


Comments to reviewers

Notes for the reviewers you have assigned.

Chris Tchou and others added 14 commits June 2, 2020 12:27
Effectively taking the diff between
   sg/master-stack commit: b6b5b1f
   9.x.x/release commit:  808d18e
and applying it to master

# Conflicts:
#	com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteForwardPass.hlsl
#	com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteLitPass.hlsl
#	com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteUnlitPass.hlsl
#	com.unity.shadergraph/Editor/Drawing/Views/MaterialNodeView.cs
#	com.unity.shadergraph/Editor/Drawing/Views/PortInputView.cs
…#703)

* Add  protection in migration when rendering pass was set to background

* Fix rendering pass migration for unlit

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix renderqueu generation

* fix renderingPass correctly

* clean m_AddPrecomputedVelocity usuage
* Moved sub-target upgrade code to migration files and refactored the HD blocks

# Conflicts:
#	TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/9701_UnlitRT.mat

* Made property row labels flexible

* Fixed indent level of propertyRow

* Added more control to indent level and clear foldout

* Refactored inspector GUI for HD lit and hair master node

* Fixed compilation

* Moved fabric subtarget GUI to new system

* Converted Eye and stacklit settings to new GUI system

* Finished decal and unlit inspector settings

* Add missing unlit distortion only + remove unlitPass template + fix duplicated alpha to mask option

* Testing new pass override system

* Revert assets

* Started to factorize passes for Unlit & fix distortion only in the inspector UI

* Shared all non DXR passes between shaders

* Fixed unlit depth prepass

* Fix lot of issues with shared render passes

* Moved SSS property to target specific and converted all ray tracing passes

* Fix missing normal space

* Shared more code between passes

* Added file dependency and remove unused template path

* Added target block context changes

* Removed all the commented code

* Fix anisotropy indent level

* Fixed yamato compilation issue

* Fixed stacklit and raytracing prepass shader issues

* Invert pass order

* Fixed shadow matte

* Enable virtual texturing in forward only

* Wrong emplacement for virtual texture feedback

* Fixed unwanted require field list modification
@sebastienlagarde sebastienlagarde changed the title 10.x.x/sg/master stack2 refactor [Skip CI] [10.x.x] SG Master stack + HDRP shader refctor [Skip CI] Jun 9, 2020
@sebastienlagarde sebastienlagarde changed the title [10.x.x] SG Master stack + HDRP shader refctor [Skip CI] [10.x.x] SG Master stack + HDRP sub targets refactor [Skip CI] Jun 9, 2020
@sebastienlagarde sebastienlagarde merged commit a9230dd into master Jun 10, 2020
@sebastienlagarde sebastienlagarde deleted the 10.x.x/sg/master-stack2-refactor branch June 10, 2020 05:36
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5 participants