-
Notifications
You must be signed in to change notification settings - Fork 840
[Shader Graph] Fix Various Property Duplication Issues #63
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Merged
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
ghost
approved these changes
Apr 13, 2020
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Properties verified (all options):
Vector 1
Vector 2
Vector 3
Vector 4
Color
Texture 2D
Texture 2D Array
Texture 3D
Cubemap
Boolean
Matrix2x2
Matrix3x3
Matrix4x4
Sampler State
Gradient
Boolean Keyword
Enum Keyword
elizabeth-legros
approved these changes
Apr 14, 2020
PaulDemeulenaere
pushed a commit
that referenced
this pull request
Nov 17, 2020
…sm (#63) * fix 8.x.x/vfx/sugraphoperator compile loop * Update VFXSubgraphOperator.cs
sebastienlagarde
added a commit
that referenced
this pull request
Nov 18, 2020
* Fix for blackboard scrollable element hidden by resize. * Target Gameobject windows resize doesn't go too far above scrollbars * e3ba0e6 - Missing or incorrect unit in uss. * [VFX] Fix crash on NDA platform : 100_Fog (#1265) * Disable noperspective flag for driver issue on NDA platform * Add minor note to track the actual issue * Isolate on concerned platform * Change define condition * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix for node window staying when clicking elsewhere #68 * Prevent resourcehistory from beeing set to null by serialization (#66) * Fix position of block creation window (#72) * Fix Prefab Highlight for initial event name toggle & override #71 * Call recreateCopy after recusion test not before. #52 * Uniquify create visual effect gameobject name. Standard behaviour. #75 * Vfx/fix/1246989 normals and scale (#81) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * int and uint support in Compare (#53) * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching * Fix vfx view not beeing framed at launch * Fix for the lookup of mixed values in the VisualEffectEditor with obj… * SampleSDF operator (#88) * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * World to Viewport Point & Viewport to World Point operators + Test (#98) * Fix Construct Matrix on GPU (#102) * Remove Debug Log * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be dividing by 255. * Update CHANGELOG.md * Setting ZClip in shadow caster templates (#99) * Fix and reenable test (#117) * Fix spawner set attribute/ custom category (#115) * Fix non uniform scale test (once again) * Fix cascaded type popup width (#124) * Forbid creation of context in VisualEffectSubgraphBlock through edge … (#119) * Make sure m_DependentDirty is flagged when the strutu change because kExpressionGraphChanged is not send for subgraphs. Cleanup (#121) * Fix overlap in properties (#128) * Fix Sample installation in URP #122 * Four bug fixes for event tester (#123) * Reset the indentLevel at the end of VisualEffectEditor, also better c… (#127) * Un edit nodes that are collapsed (#133) * Fixes https://fogbugz.unity3d.com/f/cases/1268956/ (#125) * Create new VisualEffect Graph" creates a graph * fixed spelling (#142) * Fix Several issue in Property Binder (#106) * Add one pixel to height in non wide mode so that margin is equal to wide mode. (#145) * Fix 1285603 View and Object mode of Shadergraph position node don't r… * Fix collapse exception and added automated test (#149) * Misc fixes for vfx shadergraph integrations (#130) * Small fix for collapse test * Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139) * Update rebuild all script to take subgraph into account * Fix suitableContext for subblocks not being serialized * Fix subgraph not being sanitized at import * [HDRP] Fix debug view material (albedo/normal/...) * Force ui update when shader might be reimported in StaticMeshOutput (#158) * Revert "Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)" This reverts commit 84ad80d. * Fix compil * Backout int and uint support in Compare (#53) * Override VFXPropertyAttribute equals to make it correct. (#73) * Override VFXPropertyAttribute equals to make it correct. * Update CHANGELOG.md * 8.x.x Fix compile loop in vfxoperator by adding a RecreateCopy mecanism (#63) * fix 8.x.x/vfx/sugraphoperator compile loop * Update VFXSubgraphOperator.cs * Fix changelog * backout SampleSDF operator (#88) * Fix some tests (8 and 26) * Update HDRP VFX + meta * Update URP project + add missing metas * *Update HDRP_Debug considering the blending is enable for debug material * *Add missing standalone 28_CameraProject.png * *Increase treshold for 26_NonUnifomScale.unity Co-authored-by: Tristan Genevet <tristan@unity3d.com> Co-authored-by: Paul Demeulenaere <pauld@unity3d.com> Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com> Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
mohammad22
added a commit
that referenced
this pull request
Mar 2, 2022
Yamato sync Trigger github-action
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
port from SRP
Purpose of this PR
Why is this PR needed, what hard problem is it solving/fixing?
This fixes three bugs with duplication of properties and keywords on the blackboard:
Mode
https://fogbugz.unity3d.com/f/cases/1213638/
https://fogbugz.unity3d.com/f/cases/1213640/
https://fogbugz.unity3d.com/f/cases/1213641/
Testing status
Manual Tests: What did you do?
Created a new graph. Created a property of every type, changed every option from the default value, ensure that all changes are transferred to a duplicated copy of the property. Confirm with CTRL+C/CTRL+V, CTRL+D, and Right Click -> Duplicate, as well as undo and redo.
Automated Tests: What did you setup? (Add a screenshot or the reference image of the test please)
Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/78-ScriptableRenderPipeline
Any test projects to go with this to help reviewers?
Comments to reviewers
Notes for the reviewers you have assigned.