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[Dev→master] MRTK/Standard shader, update .mat, add test scene #1847
[Dev→master] MRTK/Standard shader, update .mat, add test scene #1847
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…RTK/Shader. Updated HolographicButton prefab with MRTK/Shader
Thanks @cre8ivepark! Those look great! |
I thought we agreed we weren't putting new features into the master branch? |
from the discussion around the @SimonDarksideJ YADFS document, summary from @davidkline-ms :
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Those points are correct @timGerken the main outcome of that discussion surrounded the resources available to work in each area. @StephenHodgson and I are wholly focused on vNext at the moment, with support from @keveleigh where possible. Anyway, this is a subject of discussion best done in slack rather than muddy a PR. |
Sounds good guys, just wanted to make sure we were on the same page. |
Thank you @davidkline-ms and @cre8ivepark for porting this over! I will pull it down and take a look this afternoon. |
@Cameron-Micka, I would be very interested to know if I missed updating or bringing over one or more pieces. It seems to work, but there is always a chance as this was a manual, not Git, cherry-pick. Dave |
Could this module be a standalone package without any other bits of the toolkit? Or do we have dependencies? |
@StephenHodgson HolographicButton prefab and some UX components are based on this shader. |
@StephenHodgson This could certainly be a standalone package. Internally we have it in a NuGet package, and other packages (like our UI ones) include it as a dependency. |
@StephenHodgson, this is one of the features that I personally get asked about often. While it is possible, as @Cameron-Micka mentions, to make this a separate package, a great deal of the value here is to get the improved shader and materials out to existing MRTK customers in our next patch release. |
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@davidkline-ms I just had a chance to pull down this PR and review it. It looks great sans a few minor things I fixed in a clone of your cpStdShader branch: https://github.com/Cameron-Micka/MixedRealityToolkit-Unity/tree/cpStdShader see commit 54b49d3, c090c2a, and 9432b7e. You should be able to pull this branch into yours and it will automatically fast forward you. (Unless there is another way to do this, I'm new to GitHub.)
On a side note, I could also update the shader to changes our team has made since my last PR if this is the right time and place to do that (it's 100% optional).
@Cameron-Micka so we're waiting for these changes to be merged? If you have updates be sure to also open a PR against the Dev branch. I'm worried the two will start to drift too far away from each other again. |
@StephenHodgson Yes, the above 3 commits should be merged in so this branch is on parity with what is currently in Dev_Working_Branch. That's also a good point, if we want to take in updated changes to the shader I'll make sure to create a PR for Dev_Working_Branch. |
@Cameron-Micka, I'll take your commits today. |
@davidkline-ms Perfect! I just update the shader in my branch, please see commit 8c9a942. I will also create a PR for Dev_Working_Branch with these changes later today. |
Cp std shader
Pulled @Cameron-Micka's changes into my branch. Is there anything else left for master? |
@davidkline-ms Looks perfect! I would approve the PR but it looks like I no longer can. |
@StephenHodgson, @keveleigh, would you two care to approve on @Cameron-Micka's behalf? Thanks! |
Port MixedRealityToolkit/Standard shader from Dev_Working_Branch, including related editor and runtime scripts.
Update materials that formerly used MixedRealityToolkit/FastConfigurable and Unity's Standard shader to use the MRTK shader.
Add StandardShader example scene from Dev_Working.