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Update to HDRP Asset analytics #6060
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- New version of hdrp usage to better analyse data - Default values event to populate default values for the dashboard
… into hd/update-analytics
… into hd/update-analytics
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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Looks good, just to be sure i remember correctly, storing the GUID is to ignore duplicate events ?
* 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
* 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
* 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
This PR adds some information to the current HDRP analytics. Most notably the HDRP asset GUID used for building.
This will allow us to correctly filter builds on the dash board.
This PR also adds a new event that sends all current HDRP asset default values so that we can have the proper references for each parameters on the dashboard.
Testing status
Checked with the data team that data properly arrived on their end.