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Enable "Shaded Wireframe" scene view mode in HDRP & URP [Need C++ PR not backport on 2020.1 #356
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Will need graphics/srp/textured-wire codebase branch to work
This way it's not coupled to Gizmos rendering or not
We should we bump the |
com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
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C++ PR have landed now, let's merge it (waiting for Yamato :) ) |
Yamato is green and the PR have landed. Merging |
* Enable "Shaded Wireframe" scene view mode in HDRP & URP Will need graphics/srp/textured-wire codebase branch to work * Use new DrawWireOverlay API point to render wireframe This way it's not coupled to Gizmos rendering or not Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
This reverts commit c8a93e1.
@sebastienlagarde @phi-lira: since this now requires a new API that is only since 2020.2, does that mean the usages should get wrapped into some sort of |
Do we plan a backport of it? (if possible would be nice) Otherwise, we can backport this PR in 9.x and 8.x when the c++ backport land on 2020.1 |
@aras-p It would also be nice to have a wrap with unity version macro. "If no backport is plan, then we don't care, the code will only be in 10.x package and only for 2020.2." a good point of wrapping in macros for 2020.2 f.ex, is that when bisecting an issue we can run older package with recent version of Unity. This helps bisecting a lot when we suspect the regression is in Unity side. |
if you have #ifdef UNITY_VERSION_2020_2_OR_NEWER, it is define since we have branch off 2020.2. I prefer to avoid to pollute code with unecesary #ifdef
Older package will not have this code, so it will work correctly. Unless I missed a case? |
* Enable "Shaded Wireframe" scene view mode in HDRP & URP Will need graphics/srp/textured-wire codebase branch to work * Use new DrawWireOverlay API point to render wireframe This way it's not coupled to Gizmos rendering or not Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
Purpose of this PR
Why is this PR needed, what hard problem is it solving/fixing?
Depends on C++ PR here: https://ono.unity3d.com/unity/unity/pull-request/105681/_/graphics/srp/textured-wire
Testing status
Manual Tests: What did you do?
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.