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Merged
merged 5 commits into from
Oct 19, 2021
Merged

Universal Staging #6054

merged 5 commits into from
Oct 19, 2021

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phi-lira
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Staging Branch:

#5471
#5471

commit 85c3375
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Thu Sep 9 15:39:40 2021 -0400

    Quick fix a comment that is not right anymore after moving the code

commit 958d05c
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Thu Sep 9 15:18:35 2021 -0400

    Adding a comment to describe what ApplyXRViewCenterOffset does

commit 875610e
Merge: 3c100ed e28ed8a
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Thu Sep 9 11:29:56 2021 -0400

    Merge branch 'master' into urp/xr/fix_vignette_xr_center

    # Conflicts:
    #	com.unity.render-pipelines.universal/CHANGELOG.md

commit 3c100ed
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Thu Sep 9 11:28:04 2021 -0400

    More improvements

    - Renamed _Vignette_Params3 to _Vignette_ParamsXR
    - Moved all single-pass XR values in _Vignette_ParamsXR
    - Extracted code to correct eye center to XRPass class

commit 890ee1f
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Wed Sep 1 11:52:18 2021 -0400

    Only set v3 if we are using single pass

    That variable is only needed if single-pass instancing/multiview is active, so we can simplify the code to only do the asymetric FOV correction when we are in multi-pass mode.

commit 3b89c75
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Wed Sep 1 11:35:26 2021 -0400

    Use "Vector4.zero" instead of "new Vector4(0.0f, 0.0f, 0.0f, 0.0f)"

commit 323a155
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Wed Sep 1 10:50:36 2021 -0400

    Returning to 2 views only for XR vignette.

    This will keep the shader as simple as possible, if we need to support more views in the future, we can restore this code

commit 9364b7d
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Tue Aug 31 17:42:49 2021 -0400

    Fix vignette movement direction for XR when whe change the vignette "center" parameter

commit 348e23b
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Tue Aug 31 14:49:32 2021 -0400

    Extracted comon XRView code into ComputeEyeCenterUV & Allow more than 2 XR views

commit 263cb31
Merge: 118a617 9b13da8
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Mon Aug 30 14:49:39 2021 -0400

    Merge branch 'master' into urp/xr/fix_vignette_xr_center

commit 118a617
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Mon Aug 30 12:47:58 2021 -0400

    Updated changelog

commit a31f3bc
Author: Marc-Andre Loyer <marcandre.loyer@unity3d.com>
Date:   Fri Aug 27 19:01:47 2021 -0400

    [XR][URP] Fix issue with vignette location in XR

    Vignette center needs to respect the real view center since in XR, with asymmetric FOV, the center of the render taget is not always the center of the view. We deduce the real center via the projection matrix data and use that to offset the vignette's center.
commit 9d204fb
Author: pema99 <pemamalling@gmail.com>
Date:   Wed Sep 8 16:15:36 2021 +0200

    Remove deprecated UNITY_USE_NATIVE_HDR keyword from shader code.
commit a99044f
Merge: bd0a2db 44b86ce
Author: Manuele Bonanno <manuele.bonanno@unity3d.com>
Date:   Mon Oct 11 14:17:46 2021 +0200

    Merge branch 'master' into urp/offscreen_camera_ui_fix

commit bd0a2db
Author: Manuele Bonanno <manuele.bonanno@unity3d.com>
Date:   Mon Oct 4 15:43:58 2021 +0200

    emitting UI geometry for offscreen cameras too (case 1344969 fix)
commit e68a78e
Merge: 6e8d51c d1a6ea2
Author: tomzig16 <tzigmantavicius@gmail.com>
Date:   Wed Oct 6 11:35:23 2021 +0300

    Merge branch 'master' into urp/editor/fix-gizmos-with-camera-stack

commit 6e8d51c
Author: tomzig16 <tzigmantavicius@gmail.com>
Date:   Tue Oct 5 19:13:06 2021 +0300

    Add lastCameraInStack check

commit 055c1a0
Author: tomzig16 <tzigmantavicius@gmail.com>
Date:   Tue Oct 5 15:58:56 2021 +0300

    Remove Assert check for the last camera in stack

commit 1d0c961
Merge: 36372be 3fbbcd8
Author: tomzig16 <tzigmantavicius@gmail.com>
Date:   Tue Oct 5 15:47:30 2021 +0300

    Merge branch 'master' into urp/editor/fix-gizmos-with-camera-stack

commit 36372be
Author: tomzig16 <tzigmantavicius@gmail.com>
Date:   Thu Sep 9 18:42:48 2021 +0300

    Fix game window gizmos when camera stack is used
commit 666523c
Author: Manuele Bonanno <manuele.bonanno@unity3d.com>
Date:   Tue Oct 12 11:21:34 2021 +0200

    Added new iPhone reference images for tests 024, 025, 026

commit 2cbfc51
Merge: e39f7eb dfba8e3
Author: Manuele Bonanno <manuele.bonanno@unity3d.com>
Date:   Tue Oct 12 10:17:32 2021 +0200

    Merge branch 'master' into urp/reenable_ios_pbr_tests

commit e39f7eb
Author: Manuele Bonanno <manuele.bonanno@unity3d.com>
Date:   Tue Oct 12 10:16:26 2021 +0200

    reenabled tests 024, 025, 026
@phi-lira phi-lira requested review from a team as code owners October 18, 2021 15:24
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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.
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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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!

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@ernestasKupciunas ernestasKupciunas left a comment

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Looks good. No manual testing is needed. We have already tested the previous version of this PR #5998 which had no issues.

@phi-lira
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phi-lira commented Oct 19, 2021

ShaderGraph on OSX_Metal_playmode_mono_Linear on version trunk - instability 🟡
URP_Foundation on Linux_Vulkan_Standalone_mono_Linear on version trunk - fixed in master 🟢
URP_Foundation on OSX_Metal_playmode_mono_Linear on version trunk - instability 🟡
URP_Lighting on OSX_Metal_playmode_mono_Linear on version trunk - instability 🟡
URP_Performance_BoatAttack on trunk - also failure in master 🔴
URP_PostPro on Win_DX11_playmode_XR_mono_Linear on version trunk - crash, seems unrelated to PR

@phi-lira phi-lira merged commit 5b53dd5 into master Oct 19, 2021
@phi-lira phi-lira deleted the universal/staging branch October 19, 2021 11:29
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2 participants