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Merged
merged 14 commits into from
Oct 11, 2021
Merged

Universal Staging #5943

merged 14 commits into from
Oct 11, 2021

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phi-lira
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@phi-lira phi-lira commented Oct 6, 2021

Purpose of this PR

Staging branch to land following PRs:

NicoLeyman and others added 8 commits October 6, 2021 16:20
* 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
@phi-lira phi-lira requested review from a team as code owners October 6, 2021 15:15
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github-actions bot commented Oct 6, 2021

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.
Link to Yamato: https://unity-ci.cds.internal.unity3d.com/project/902/
Search for your PR branch using the search bar at the top, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)

URP
/jobDefinition/.yamato%252Fall-urp.yml%2523PR_URP_trunk
With changes to URP packages, you should also run
/jobDefinition/.yamato%252Fall-lightmapper.yml%2523PR_LightMapper_trunk

Shader Graph
/jobDefinition/.yamato%252Fall-shadergraph.yml%2523PR_ShaderGraph_trunk
Depending on your PR, you may also want
/jobDefinition/.yamato%252Fall-shadergraph_builtin_foundation.yml%2523PR_ShaderGraph_BuiltIn_Foundation_trunk
/jobDefinition/.yamato%252Fall-shadergraph_builtin_lighting.yml%2523PR_ShaderGraph_BuiltIn_Lighting_trunk

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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github-actions bot commented Oct 6, 2021

It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page).
See the PR template for more information.
Thank you!

nigeljw-unity and others added 3 commits October 7, 2021 09:04
* 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>
@phi-lira phi-lira requested a review from a team as a code owner October 7, 2021 10:09
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cdxntchou commented Oct 7, 2021

Why are the shadergraph reference test images touched, but with no visible changes?
Is git getting confused by the Large Files ?

@phi-lira
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phi-lira commented Oct 7, 2021

@cdxntchou there were some shader graph reference images changes from this PR. Are those what you mean?
I had to kick out that PR form the batch anyway as it introduced a failure in tests.
#4769

@cdxntchou
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Ah, I see, that PR #4769 added missing reference images back on Aug 6th, but those images have already been added to master in #5428 on Sep 21. Can probably just revert the ShaderGraph reference images from the PR.

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ShaderGraph code looks good

@phi-lira phi-lira requested a review from a team as a code owner October 11, 2021 09:55
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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

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Build URP_PostPro on iPhone_Metal_il2cpp failing on master two days ago. 🔴
ShaderGraph on Android_Vulkan_Standalone_il2cpp_Linear 🔴
Build URP_Performance_BoatAttack on iPhone_Metal_il2cpp_Linear failing on master 🔴
Build URP_Performance_LostCrypt on iPhone_Metal_il2cpp_Linear failing on master 🔴

@phi-lira phi-lira merged commit f677d48 into master Oct 11, 2021
@phi-lira phi-lira deleted the universal/staging branch October 11, 2021 16:45
@phi-lira phi-lira restored the universal/staging branch October 12, 2021 09:05
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