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Universal Staging #5943
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* Enable Depth Priming on Vulkan w/ MSAA * Update CHANGELOG.md Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* Add 240 Depth Priming Gfx Test * Expand depth priming test to include camera stacking. * Swapbuffer: avoid 0 size, always pass commandbuffer to access RT * Fixes Depth Priming Test and cleanup of Tag Manager * Revert cmd buffer use during setup * Fix merge * Fix 240_DepthPriming overlay camera and disable canvas * Update 240_DepthPriming reference images * Move 240_Depth priming test to PostPro instead of Foundation project. * Add 240 Depth priming to project build settings * Add lighting data for 240 Depth Priming * 240_DepthPriming reference images added. * Disable XR for 240_DepthPriming since it does not work well with overlay cameras * Fixed mobile 240_DepthPriming ref images. Co-authored-by: Robin De Moor <robin.demoor@unity3d.com>
* Add a editor class of screen space shadows * Missing meta file * Apply shadow-fading to a output of screen space shadows * Update CHANGELOG.md * Change shadow-fading on only realtime shadow in screen space shadows pass * Fix to fade out main light shadows not using screen space shadows * Add tooltip for screen space shadows * Update CHANGELOG.md * Add images for a documentation of screen space shadows * Add a documentation of screen space shadows * Update a docs of screen space shadows * Update renderer-feature-screen-space-shadows.md * Update renderer-feature-screen-space-shadows.md * Update renderer-feature-screen-space-shadows.md * Update renderer-feature-screen-space-shadows.md * Update renderer-feature-screen-space-shadows.md * Update renderer-feature-screen-space-shadows.md * Update renderer-feature-screen-space-shadows.md * Update renderer-feature-screen-space-shadows.md * Reviewed the documentation and removed now unused images * Update images of ssshadows * Revert to the origin Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
* ShadowCaster now requires updated version on normals if changed in the vertex shader. * Updated changelog Co-authored-by: Nicolaj Zøllner <nicolaj.zollner@unity3d.com> Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* (Experimental) Adding strip off variants for additional lights and main/add shadows * Adding back check * Fix for main light with no shadows * Adding fake main light and fake additional light for disabled variants * Removing additional light shadows multi compile for paritcles deferred as it is not used there * Adding shadow strip off variant control * Adding fake passes to custom renderer * Adding empty main light shadows and empty additional shadows code path when regular one fails * Fix for additional lights and main light to work with empty pass setup * Fixing additional light check to use lightdata instead of urp asset * cleanup * Changing empty shadow function names to more clear ones * Spliting stripShadowsOffVariants into stripShadowsOffVariants and stripAdditionalLightOffVariants * Leftover * Moving setup empty passes to automatic setup * Adding empty pass setup for additional light shadows Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* [URP][fix] adaptive performance foldout ui issue * added changelog entry
* switching _CameraDepthTexture to R32Float and accommodating some stuff for that * some changes to the Foundation Project for Repro project (to be reverted later on) * Revert "some changes to the Foundation Project for Repro project (to be reverted later on)" This reverts commit 80af9be. * disable fbfetch on DbufferDeferred decals * adding IsTransientAttachment to ScriptableRenderPass/NativeRenderPass code * making depthOnly pass compatible to render color texture and changing shaders to accommodate that * fix after updating trunk * merge fix - change descriptor for DepthOnly configureTarget to the correct one * enabling depthbuffer for depth copy and adding additional override for ConfigureTarget * formatting fixes * terrain shader passes depthonly pass fix to output clippos * adding depth copy for renderpass as well and changing how fake depth is handled * some cleanup and refactoring and enabling Renderpass for SS forward decals * adding _OUTPUT_DEPTH keyword to CopyDepthPass to select correct output buffer in shader * adding depth output for VFXGraph depth only passes * changing the semantic for outDepthColor in VFXPasses.template
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. URP Shader Graph 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. |
It appears that you made a non-draft PR! |
* Fixed typo in API name * Added changelog * Added missing docs Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* switching _CameraDepthTexture to R32Float and accommodating some stuff for that * some changes to the Foundation Project for Repro project (to be reverted later on) * Revert "some changes to the Foundation Project for Repro project (to be reverted later on)" This reverts commit 80af9be. * disable fbfetch on DbufferDeferred decals * adding IsTransientAttachment to ScriptableRenderPass/NativeRenderPass code * Fixed decals to work with native render pass [case 1353141] * Adding changelog entry * Leftover * making depthOnly pass compatible to render color texture and changing shaders to accommodate that * Fixing decal+native renderpass+decal+deferred scenario * fix after updating trunk * merge fix - change descriptor for DepthOnly configureTarget to the correct one * enabling depthbuffer for depth copy and adding additional override for ConfigureTarget * formatting fixes * terrain shader passes depthonly pass fix to output clippos * adding depth copy for renderpass as well and changing how fake depth is handled * some cleanup and refactoring and enabling Renderpass for SS forward decals * Fixing decals rendering to be correct with render scale. [1353885] * Cleanup * Cleanup * Cleanup * Changing to correct normal sampling for decal shadergraph Co-authored-by: Jonas Sideravicius <jonass@unity3d.com> Co-authored-by: Felipe Lira <felipedrl@gmail.com>
…using XR (#5867) * Unblock XR test by use old code * Adding changelog * Update dependencies to provide screen position to NDCposition * Fix for GLES flipping * Removing changes to other pipelines (for now -- will follow up with more in-depth PR) Co-authored-by: Felipe Lira <felipedrl@gmail.com>
Why are the shadergraph reference test images touched, but with no visible changes? |
This reverts commit 4d834d0.
@cdxntchou there were some shader graph reference images changes from this PR. Are those what you mean? |
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ShaderGraph code looks good
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Looks good! No issues related to the staging branch were found.
Testing doc: https://docs.google.com/document/d/1eiHufY0BUgxQ_Kz9pICSMorP15WKpb4MpYJ4V_ySnJo/edit?usp=sharing
Build URP_PostPro on iPhone_Metal_il2cpp failing on master two days ago. 🔴 |
Purpose of this PR
Staging branch to land following PRs: