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Moved the Spotlight range validation logic into HDAdditionalLightData.OnValidate #5112
Moved the Spotlight range validation logic into HDAdditionalLightData.OnValidate #5112
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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>
…ion is enabled. (#4986) * Fix AO perceived wobble * changelog * Update screenshots Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* Fix white flash with SSR when resetting camera history * Move branch login inside GetPreviousExposureTexture * Fix for fixed exposure
* Adding missing macro for stencil flags in particle forward shaders. This will let flags like TAA Reject be useful * Changelog
Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
note to self: to redirect to master once hd/bugfix is merge |
* Fix case 1346650 where OnGUI draws were overwritten (#5107) * Fix case 1346650 where OnGUI draws were overwritten * update changelog * change conditional check * Revert "Color field keeps updating when using eye dropper and Esc key is pressed (#4950)" (#5122) This reverts commit 587dc15. * [VFX] Fix Sanitize behavior (#4971) * Add regression test on basic sanitize See https://unity.slack.com/archives/G1BTWN88Z/p1623825854027500 * Move SanitizeForImport See this conversation : https://unity.slack.com/archives/C47JPNNTZ/p1624277477261600?thread_ts=1623913383.239100&cid=C47JPNNTZ However, some concerns : - No idea about side effects of this solution - It will lead to a double compilation of sanitized files (if there is a sanitize needed, we will have a new reimport) - OnPostprocessAllAssets can't be filtered efficiently on the VisualEffectAsset * *Minor : Missing InvariantCultureIgnoreCase flag in EndsWith * *Update changelog.md * *Fix HDRP warning Hoping it will prevent this issue : ``` Unhandled log message: '[Exception] UnityException: DestroyImmediate is not allowed to be called from a ScriptableObject constructor (or instance field initializer), call it in OnEnable instead. Called from ScriptableObject 'HDWizard'. See "Script Serialization" page in the Unity Manual for further details.'. Use UnityEngine.TestTools.LogAssert.Expect ``` See https://yamato-artifactviewer.prd.cds.internal.unity3d.com/9f8a60fd-d1f9-48b5-9513-e4e535cf5d7c%2Flogs%2FTestProjects%2FVisualEffectGraph_HDRP%2Ftest-results/TestReportV1.html * Revert "*Fix HDRP warning" This reverts commit 99ab5fb. * More conservative way of workaround Preprocess issue Use a static cache of already santized object This solution remains a pretty dirty trick :-/ *Before* - Preprocess : Compile (possibly with side effect modifying the graph) - PostProcess : Sanitize, if there is a modification, it should relaunch the import & recompile *After* - Preprocess : Compile only if the sanitize has been done - PosProcess : Sanitize, if it's the first sanitize, relaunch the reimport Locally, it fixes unexpecting missing import of point cache asset (see 09_AttributeMaps). * Remove DestroyImmediate This instance singleton can be called from HDWizard constructor making this call illegal. See https://unity.slack.com/archives/GHD5LADU7/p1625040944440100?thread_ts=1624547150.387900&cid=GHD5LADU7 (cc @RSlysz) Testing yamato ⏳ * Revert "Remove DestroyImmediate " This reverts commit 508d713. * Add HDRPUserSettings It prevents Wizard Popup to be shown while runnning editor test See : https://unity.slack.com/archives/GHD5LADU7/p1625056568458400?thread_ts=1624547150.387900&cid=GHD5LADU7 * Revert "Add HDRPUserSettings" This reverts commit ff51dcf. * Force m_WizardPopupAtStart to false Prevent exception while launching test * Improvement of this workaround after discussion with @julienf - Use m_GraphSanitized instead of an HashSet - ClearRuntimeData when not sanitized (prevent any unexpected call to OnSetupMaterial) * Minor : Editor Test cleanup There was an unexpercted custom implementation of MakeTemporaryGraph Use common code : VFXTestCommon.MakeTemporaryGraph() * Gather all ImportAsset after all Sanitize from the same batch Fix this issue : #4971 (comment) See : See : https://unity.slack.com/archives/C47JPNNTZ/p1625218128286700?thread_ts=1623913383.239100&cid=C47JPNNTZ * Minor changes : Change log & Safe execption handling - Use a more explanotory message for the changelog - Handle exception safely to avoid the import cancellation - Fix issue : #4971 (comment) - Fix issue : #4971 (comment) * Fix sanitize issue during the very first loading GetOrCreateGraph is also assigning the visualEffectResource to the current graph https://github.com/Unity-Technologies/Graphics/blob/d6a59150d20762251cc5fcb8515fee494a142ccc/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs#L231 It's needed to correctly update child dependencies This behavior is counterintuitive * *Minor* Replace `return` by `continue` I noticed this issue working on this PR : #5104 Co-authored-by: Kenny Tan <82013253+kennytann@users.noreply.github.com> Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
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What's tested seems sufficient. From my side I've checked if Undo still works. No issues ✅
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Changes are in HDRP package, so approving without testing from URP side
Purpose of this PR
Fixes case 1345264
Light range values were validated inside the inspector instead of the
HDAdditionalLightData.OnValidate()
function.Previous code did not support multi edition appropriately and is only executed when editing with the inspector or gizmo.
I moved as well other fields in similar case:
Testing status
Manual tests:
Testing that multi edition works appropriately
Inner Angle
slider in the inspector uiTesting that the validation logic properly execute
Select any spot light
Set to the cone shape
Try to set the range value below 0
Select any spot light
Set the box shape
Try to set the width and height values below
0.1
Comments to reviewers