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[VFX] Staging to Master #6172
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[VFX] Staging to Master #6172
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* 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>
Fix issue #1131 (comment) Fix issue #1131 (comment) Fix issue #1131 (comment)
* 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"
…pacity (#174) Issue introduced with https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136 And more precisely https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/136/commits/27c041da92ec89407ae775fe4c4f24681f156cb8
* Add test * Add test to cover behavior from case 1271839
# 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
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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@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 :)
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
Needed after merge of #5125
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.
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