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[2021.1][VFX] staging backports #3645
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* Resolved 1272101 * Resolved 1264943 * Removed uncertainty around 'should' * Resolved 1298031 * Added snippets file * Resolved 1292127 * Fixed typos * Resolved 1295296 Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
* Added VFX_FEATURE_MOTION_VECTORS_VERTS mode to store motion vector info per vertex Optimized default motion vectors mode to store 4x3 matrix instead of 4x4. Added mode to store each previous vertex position for quads, triangles, lines and points. Refactor of motion vector defines. * Motion vectors support in lines and points * Resize buffer according to the element size * fix points and lines when not using the optimization * Fix motion vectors for lines * Changes suggested in review - Removed misplaced comment in VFXLineStripOutput - Access VFXLineOutput useTargetOffset through GetSettingValue in VFXOutputUpdate - Moved previous frame position calculation to the end of OutputUpdate compute - Added 4 bytes per particle for last frame index in elementToVFXBufferMotionVector buffer - Added noperspective when using VFX_FEATURE_MOTION_VECTORS_VERTS, through VFX_FEATURE_MOTION_VECTORS_INTERPOLATION define. - Fixed order of verts in lineSW particles. * Missing define rename in ParticleMeshes/PassForward.template * Improved condition for discarding due to not enough indirect buffers * Missing renaming of WRITE_MOTION_VECTOR_IN_FORWARD for particle lit meshes
* Use explicit GetOrRefreshShaderGraphObject & always lazy init the shadeGraph access. # Conflicts: # com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXMeshOutput.cs # com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs # com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphParticleOutput.cs # com.unity.visualeffectgraph/Editor/ShaderGraph/VFXShaderGraphPostProcessor.cs * Fix shaderGraph not listed in VFXModel This is actually an issue in VFXModel.GetSettings, we don't have any cases like this where the parent value is private. * Update changelog.md Same entry than #2873 * Removing changelog entry The actual fix was already there, this code is only a synchronisation with 7.x.x & prior version.
The `//` was causing an untracked issue
* Added information about compute shaders and ssbos * Added recommendation to use Vulkan over OpenGL ES * Removed 'two' * Added entry about vfx graph not being out of preview for mobile platforms Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
* Expensive fix Computes two cross products to avoid the case when one of them is zero. Is it faster than branching to check ? Is this edge case worth the additional cost ? * More explicit approach/similar instruction cost + LookAtLine * Update Orient.cs * Handles edge case when cross(axis1, axis2) = (0,0,0) for all Orient variants * Small mistake in the exception message * Factorize SafeNormalizedCross * Update changelog
* Fix missing record object for proper undo/redo & reset * *Update changelog.md * Fix issue https://favro.com/organization/c564ede4ed3337f7b17986b6/1973edb4634ba00a90689144?card=Uni-160638 * Avoid VFXPropertyBinder to be added twice * Fix incorrect reference after copy past * Fix RemoveComponent clearing property binder first * Handle Copy/Past \o/ * Let the LateUpdate without any editor code & use Update (avoid the one frame of latency for inspector) * Remove useless recompute of GetComponents every frame, and use Reload (safer) * Remove dead code * *Add new entry in changelog (side improvement/fix) * *Update comment
* Resource can be null on a block inspector while we are removing it Use safe check of resource before IsAssetEditable * *Update changelog * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/221#discussion_r113060
Related to this PR : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/190 & this change 1d6e19d
It appears that you made a non-draft PR! |
A backport is missing in this PR, it explains failure with XR: https://yamato.cds.internal.unity3d.com/jobs/902-Graphics/tree/2021.1%252Fvfx%252Fstaging/.yamato%252Fvfx_hdrp-win-dx11.yml%2523VFX_HDRP_Win_DX11_playmode_XR_mono_Linear_2021.1/5499335/job/artifacts Probably this change : 67c19cc |
Temporarily disable motion vector per vertex optimization. Small refactor for vertex count calculation
I backported the commit you mentionned @PaulDemeulenaere |
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I did a quick overview (skipping change in .vfx files) and didn't notice unexpected change.
Ready to be merged @julienf-unity |
Purpose of this PR
Added
Changed
Fixed
Testing status
Tests launched locally
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Notes for the reviewers you have assigned.