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Enable renderer sorting for mesh decals #5674

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Merged
merged 137 commits into from
Sep 17, 2021
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@adrien-de-tocqueville adrien-de-tocqueville commented Sep 15, 2021

Purpose of this PR

This PR is enabling sorting based on the meshrenderer priority value for mesh decals.
5674_priority

It can also sort based on the draw order parameter of the decal material by making it impact the renderqueue.
5674_renderqueue

I made the draw order to be clamped between -50 and +50, which is not necessary, but shouldn't break existing project as it doesn't modify existing values until they are changed. But having the clamp looks nicer in the UI

note: not sure it should be backported, maybe it's only for master


Testing status

tested the sorting with two mesh decals

pmavridis and others added 30 commits May 26, 2021 19:23
* 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)

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* Reconstruct jittered projection matrix far plane (for Infinite )

* Changelog

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…DRP's lifecycle. (#4688)

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* Fix overdraw in custom pass utils blur function

* Updated changelog

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* Fix

* changelog

* Force sync compilation for TAA

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Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
…side is updated. (case 1335737, related to 1314040) (#4691)

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…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

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Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>
#4636)

* Initialize the shading normal to a non-zero value for anisotropy

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* Fix VfX lit particle aov output color space

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* Fixed issue with transparent unlit.

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* Fix

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…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>
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Tried to upgrade a project containing mesh decals with previously set Mesh Renderer priorities and everything upgraded and got sorted correctly ✔

Tried sorting manually, undo, redo, also no issues. ✔

Looks good to me 👍

@sebastienlagarde sebastienlagarde changed the base branch from hd/bugfix to master September 16, 2021 18:48
@sebastienlagarde sebastienlagarde marked this pull request as ready for review September 16, 2021 18:49
@sebastienlagarde sebastienlagarde merged commit 57853e5 into master Sep 17, 2021
@sebastienlagarde sebastienlagarde deleted the hd/decal-mesh-sorting branch September 17, 2021 07:29
sebastienlagarde added a commit that referenced this pull request Sep 17, 2021
…#5703)

* Enable renderer sorting for mesh decals #5674

* reset to default shaderproperty for draworder

* clamping

Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
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