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Enable iris normal for Eye shader #5880
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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. |
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Great change !
But unfortunately, importing the material samples and opening the eye scene does not include the change. I think it's because the sample uses another graph bundled with the sample called SG_Eye (which is indentical execept your latest changes).
What would be best ? To make the same changes in this graph or try to use the graph you changed in RenderPipelineResources for the samples ?
I would say using the HDRP Eye shader n the sample is the best, to avoid issues like the one in the fogbugz appear again. |
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All good ! ✔️
@adrien-de-tocqueville think to add me on the review next time you change something related to the eye shader! Thanks |
* master: Enable iris normal for Eye shader (#5880) Update to HDRP Asset analytics (#6060) [HDPR] Update reference screenshots for Linux Vulkan Update 206_Motion_Vectors.png (#6046) Updated code owner for URP (#6052) [URP] Re-enable ios pbr tests #5983 Fix error when using gizmos with camera stack in editor #5913 emitting UI geometry for offscreen cameras too (case 1344969 fix) #5894 Remove deprecated UNITY_USE_NATIVE_HDR keyword from shader code. #5569 [XR][URP] Fix issue with vignette location in XR #5471 #5471
* Enable Iris normal for Eye shader * categories * update eye sample Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
* APV: update some tooltips and add a clamp on dilation validity threshold (#6005) * Tooltip and dilation thresh clamp * More tooltip grammar * Small qol (#6036) * Fix subdiv view (#6033) * ** Improving FTPL perf on ps4 by .3 ms on average ** (#5866) * Adding FPTL caching of light volume, adding new conditional for early out of loop and forcing loop to be dynamic * Early out on the wave itself if we find at least 1 valid light, saves additional 0.05ms * Fixing some compiler warnings * Update to HDRP Asset analytics (#6060) * Updated HDRP analytics - New version of hdrp usage to better analyse data - Default values event to populate default values for the dashboard * Fixed menu item * Enable iris normal for Eye shader (#5880) * Enable Iris normal for Eye shader * categories * update eye sample Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * [HDRP] Fix errors when switching build targets in editor #5918 * [HDRP] Change RenderGraph Begin/Execute function pattern to avoid leaks (#5929) * Fix render graph not being executed when an exception is thrown from the graph recording * Cleanup + doc * Fix iridescence tooltip (#5950) * Fix tooltip * Update Material-Type.md * Update iridescence-thickness.md * Update LitSurfaceInputsUIBlock.cs * Layer drawer used in ray/path tracing now matches 100% with camera's. (#5956) Please enter the commit message for your changes. Lines starting * [HDRP][Docs] Update docs with RendererList related option (#6031) * Update docs with RendererList related option * Minor edit * [HDRP][Path Tracing] Added proper support for interleaved tiling (#5953) * Added ortho cam support, plus raygen refactor. * Added support for interleaved tiling. * Added spread angle adjustment. * Offset tile sub-pixels, instead of relying on proj matrix modifications. * Undoed last commit. * Use tiled pixel coords for all things sampling-related (incl. lens). * Update CHANGELOG.md Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Renable missing test (Lens Flare) (#5456) * Renable missing test (Lens Flare) * Update references images for 4092 Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> * [HDRP][Path Tracing] Camera ray misses now return a null value with Minimum Depth > 1 #6067 * [HDRP][Path Tracing] Improved robustness of the stacklit material (#6066) * Improved robustness of the stacklit material. * Updated changelog. * Changed coat normal sample texture from default to normal * add 5007 stacklit test scene for PT * added scene to build settings Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com> * Fixed grammar errors (#6077) * Fix division by 0 when AO is 0 (#6078) * [HDRP] Fix the injection point field not visible in custom pass volumes (#6084) * Fix custom pass injection point not visible when using the Camera mode. * updated changelog Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com> Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com> Co-authored-by: JulienIgnace-Unity <julien@unity3d.com> Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com> Co-authored-by: Antoine Lelievre <antoinel@unity3d.com> Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org> Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com> Co-authored-by: skhiat <55133890+skhiat@users.noreply.github.com> Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com> Co-authored-by: emilybrown1 <88374601+emilybrown1@users.noreply.github.com>
Purpose of this PR
Fix https://fogbugz.unity3d.com/f/cases/1367911/
Iris normal was not enabled in the graph options, now it is to match the Eye samples.
Also renamed the properties to have spaces in their names, and moved them to categories
before:


after:
Testing status
verified that iris normal now works by default with the eye shadergraph.
verified that shader properties didn't change name in the shader
ran yamato