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Add import dialog to add a new diffusion profile to the global settings #4743
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* Fix AxF debug output in certain configurations. * Update comment
* Fix white flash * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Show info box when ray tracing is enabled. * Changelog * Move below MSAA Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…phics Compositor enabled (#4593) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Reconstruct jittered projection matrix far plane (for Infinite ) * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…DRP's lifecycle. (#4688) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix overdraw in custom pass utils blur function * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix * changelog * Force sync compilation for TAA Co-authored-by: CifaCia <f.cifariellociardi@gmail.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…side is updated. (case 1335737, related to 1314040) (#4691) Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…ing only the RTSSS Data (case 1332904). (#4626) * Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). * Add test scene Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
…e refraction and probe refraction (#4653) * Delete the second transmittance mul * Changelog Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
#4636) * Initialize the shading normal to a non-zero value for anisotropy * Changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix VfX lit particle aov output color space * Update comment Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fixed issue with transparent unlit. * Updated changelog. * Reverted accidental change to default mtl. Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix * changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…cal volumetric fog volume (#4728) * Fixed nullref when deleting the 3D mask of a density volume (case 1339330) * Updated changelog Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Oh didn't know about the Eye diffusion profiles, I can look into that later on today, though I am not entirely what I can do about it. Regarding the silently fail, I thought about that but then if you load a lot of assets, you'll end up with potentially a lot of dialog stopping the process saying the same thing which sounds annoying. I guess what I can do the warning at the end of process in the console. |
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One small adjustment to the changelog.
@@ -65,6 +65,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. | |||
- Added a slider that controls how much the volumetric clouds erosion value affects the ambient occlusion term. | |||
- Added three animation curves to control the density, erosion, and ambient occlusion in the custom submode of the simple controls. | |||
- Added support for the camera bridge in the graphics compositor | |||
- Added a dialog box on import to add a diffusion profile to the global settings. |
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Tweaked for clarity:
Added a dialog box when you import a Material that has a diffusion profile to add the diffusion profile to global settings.
I am fine with this solution, I agree, it can be hassle when importing huge asset pack ! |
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Issues have been addressed :), approving ✔️
AddDiffusionProfileToSettings("_DiffusionProfileAsset"); | ||
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// Special Eye case that uses a node with diffusion profiles. | ||
if (HDShaderUtils.GetShaderIDsFromShader(material.shader).Item1 == HDShaderUtils.ShaderID.SG_Eye) |
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All shadergraphs can have a diffusion profile now with the diffusion profile type in the blackboard:
This leads to this code being generated:
[DiffusionProfile]gtuiewwg("gtuiewwg", Float) = 0
[HideInInspector]gtuiewwg_Asset("gtuiewwg", Vector) = (0, 0, 0, 0)
Thus, you can check that a property is a diffusion profile with the [DiffusionProfile] attribute on it. You can get that with this function: https://docs.unity3d.com/ScriptReference/Shader.GetPropertyAttributes.html
note to self: retarget to master once hd/bugfix is merge |
I'll check! |
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Looks good :)
it works, thanks :) |
Addressing https://unity.slack.com/archives/C6Y79CZM0/p1621941147179000
This PR introduces a dialog on import of a material with a diffusion profile. The user can then add a diffusion profile automatically to the global settings if there is space for it.
diffusionProfileLoad.mp4
Added Vic as I am not sure the wording on the dialog box is good enough :D
Adding @alelievr as I remember you worked on diffusion profiles? Ignore this review if I am misremembering.
What did I test: can see the video above, I also tested that an already added profile doesn't prompt a dialog box and if there is no space in the diffusion profile list similarly no dialog is displayed.