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Merged
merged 457 commits into from
Nov 4, 2021
Merged

[VFX] Staging to Master #6172

merged 457 commits into from
Nov 4, 2021

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PaulDemeulenaere
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@PaulDemeulenaere PaulDemeulenaere commented Oct 29, 2021

Purpose of this PR

Staging PR to sync with internal VFX changes.

Fixed


Testing status

Yamato ⏳
Yamato Internal


Comments to reviewers

Updated all VFX & Applied the formatting

julienf-unity and others added 30 commits October 29, 2020 11:39
* Updated Changelog

* Updated Blocks with Fixes and Missing Workflows

* update VFX additions

Co-authored-by: Thomas Iché <peeweek@gmail.com>
…put Particle Mesh / Connected Attributes (#139)

* Reindex the TEXCOORD[n]

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>
* Add missing filter in CanLink function

* Add editor test

* *Update changelog.md

* *Update comment

* *Update Comment

* Fix regression with subgraph

* Add Subgraph_Event_Link_To_Spawn editor test
Add entry in the right place from 0009e53
* Fix debug view material

TODO : Add GraphicTest

* Fix tab/space mix

* Add HDRP debug scene

* *Add reference image for HDRD_Debug(Property)

* *Update changelog.md
* do not Create VFXGraph in import callbacks

* error when graph missing. Better test code for asset creation
…n the asset inside the editor. (#118)

* Added OnOpenAssetAttributeMode.Validate

* added UNITY_2021_1

* remove the shaders has they are not edited in the editor.

* Fix macro
# Conflicts:
#	com.unity.render-pipelines.high-definition/CHANGELOG.md
* Select node on create

* Fix for right click in block and add doesn't deselect clicked block

* fix for subgraph not being selected on drag and drop

* Select converted node/block after convert subgraph

* Fix for selection undo separate in some cases. Fixed flow anchor drag context selection.

* Fix for undo of add subgraph operator
# Conflicts:
#	com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs
#	com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs
#	com.unity.render-pipelines.universal/Editor/2D/Renderer2DUpgrader.cs
#	com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/EditorTool/ScriptablePathInspector.cs
#	com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/GUIFramework/Control.cs
#	com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/GUIFramework/GUIAction.cs
#	com.unity.render-pipelines.universal/Editor/2D/ShapeEditor/View/Drawer.cs
#	com.unity.render-pipelines.universal/Editor/LightExplorer.cs
#	com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateSpriteLitShaderGraph.cs
#	com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateSpriteUnlitShaderGraph.cs
#	com.unity.render-pipelines.universal/Editor/ShaderGraph/AssetCallbacks/CreateUnlitShaderGraph.cs
#	com.unity.render-pipelines.universal/Runtime/External/LibTessDotNet/Tess.cs
#	com.unity.shadergraph/Editor/AssetCallbacks/CreateVFXShaderGraph.cs
#	com.unity.shadergraph/Editor/Data/Graphs/ColorShaderProperty.cs
#	com.unity.shadergraph/Editor/Data/Nodes/LegacyUnknownTypeNode.cs
#	com.unity.shadergraph/Editor/Data/Nodes/NodeClassCache.cs
… "New" when no asset is set. (#173)

* Base Commit
* Documentation
* Updated Changelog
* Fixed Typo

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>
* Added excludeFromTAA setting to VFX outputs

Added excludeFromTAA setting to VFX outputs.
Currently it is only supported in HDRP suboutputs.
Required adding ${VFXStencilForward} variable to forward pass templates

* Update VFXHDRPSubOutput.cs

suport exclude from TAA in transparent only

* Added documentation to exclude from TAA property

* Graphic test

Added graphic test: 32_ExcludeFromTAA

* Update graphic test background for better contrast

* Update CHANGELOG.md

Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
* Allow Set Spawn Count & Set Spawn Time

TODO : List Spawn count in available variant

* Fix reference lost in m_SerializableType

No idea of implication of this :-/

* Squashed commit of the following: (retrieve fix from @tristan)

commit c24981d7dad15100eb40a92a6a9370e9ba800acd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 17:27:57 2020 +0200

    Update message from @vlad suggestion

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/131#issuecomment-30757

commit a87ba18
Merge: 13b501e 296ffd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:25:02 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/error-at-creation

    # Conflicts:
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 13b501e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Oct 9 09:24:27 2020 +0200

    *Add warning for CollisionDepthBuffer

    Update & Fix Changelog.md

commit 4bfb1e7
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Thu Oct 8 18:10:42 2020 +0200

    Fix for displaying error from the creation of a node.

* Add error feedback on failing custom spawner reference

* Revert "Allow Set Spawn Count & Set Spawn Time"

This reverts commit 0a6c75c.

# Conflicts:
#	com.unity.visualeffectgraph/Editor/Expressions/VFXAttributeExpression.cs

* Remove unexpected change

* *Revert change in changelog

* *WIP* add ResolveCustomCallbackInstance

Some refactor mark as "TODOPAUL"

* Clean implementation : customBehavior & comment

* *Add test to cover sanitize before modify references

* Change namespace for builtin custom spawner & sanitize

* Extend test to verify connexion

* *Update changelog.md

* Add specific error if customBehavior returns null

* Fix corner case when ScriptableObject reference has been lost

* Work but not idea with copy/past + potential leak

* Better implementation : use directly "MonoScript"

* Fix spawnerTest

* Rename "Can't found" => "Can't find"
* Add test

* Add test to cover behavior from case 1271839
PaulDemeulenaere and others added 2 commits October 29, 2021 11:05
# Conflicts:
#	TestProjects/VisualEffectGraph_HDRP/Assets/HDRPDefaultResources/HDRenderPipelineGlobalSettings.asset
#	com.unity.visualeffectgraph/CHANGELOG.md
* Move MinMaxAttribute to internal + fix changelog for bounds

* move to 13.1.1

Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
+ Update VFXManager in test project
@Unity-Technologies Unity-Technologies deleted a comment from github-actions bot Oct 29, 2021
perl $HOME/unity-meta/Tools/Format/format.pl --nobackups --hgroot $(pwd) .
manager.RegisterError("CullingFlagAlwaysSimulate", VFXErrorType.Warning,
"Setting the system Bounds Mode to Automatic will switch the culling flags of the Visual Effect asset" +
" to 'Always recompute bounds and simulate'.");
}
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@PaulDemeulenaere PaulDemeulenaere Nov 2, 2021

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@ludovic-theobald @julienamsellem I had to resolve a conflict here, can you double check this change ? ⬆️

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All good on my side for this change :)

@PaulDemeulenaere
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N.B.: We can expect failure in Smoke Test due to infinite import of material, see on master

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Another vfx assets update will probably be required when #5125 lands.

# Conflicts:
#	TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/31_CameraBuffer.vfx
@Unity-Technologies Unity-Technologies deleted a comment from github-actions bot Nov 4, 2021
@Unity-Technologies Unity-Technologies deleted a comment from github-actions bot Nov 4, 2021
@PaulDemeulenaere
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Another vfx assets update will probably be required when #5125 lands.

Done at 8065aea

@PaulDemeulenaere PaulDemeulenaere marked this pull request as ready for review November 4, 2021 13:16
manager.RegisterError("CullingFlagAlwaysSimulate", VFXErrorType.Warning,
"Setting the system Bounds Mode to Automatic will switch the culling flags of the Visual Effect asset" +
" to 'Always recompute bounds and simulate'.");
}
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All good on my side for this change :)

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Tested multi-vfx windows locally and it's all good.

@PaulDemeulenaere PaulDemeulenaere merged commit b64eebe into master Nov 4, 2021
@PaulDemeulenaere PaulDemeulenaere deleted the vfx/staging branch November 4, 2021 17:22
@PaulDemeulenaere PaulDemeulenaere restored the vfx/staging branch November 4, 2021 18:53
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6 participants