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Merged
merged 8 commits into from
May 13, 2020
Merged

Sg/export dependencies #68

merged 8 commits into from
May 13, 2020

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elizabeth-legros
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@elizabeth-legros elizabeth-legros commented Apr 8, 2020

Purpose of this PR

Why is this PR needed, what hard problem is it solving/fixing?

When exporting a shadergraph or subgraph with dependencies, the depended assets were not grabbed correctly.

Fix for https://fogbugz.unity3d.com/f/cases/1210945#BugEvent.1072132109

Checklist for PR maker

  • Have you updated the changelog? Each package has a CHANGELOG.md file.

Testing status

Manual Tests: What did you do?

  • Opened test project + Run graphic tests locally
  • Other:
    Reimported all files in the test project and tried exporting a few shadergraphs

Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/78-ScriptableRenderPipeline


Comments to reviewers

Notes for the reviewers you have assigned.

@elizabeth-legros elizabeth-legros requested review from a team April 8, 2020 17:37
@alindmanUnity
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Manual testing:

  • Made a shader graph that referenced a subgraph. Exported only the shader and checked subgraphs were included.
  • Nested a subgraph in a sub graph. Exported only the top level subgraph and checked that all child graphs were included.
    Added a nested sub graph to a shader graph. Export only the shader graph and checked that all nested sub graphs were included.

@alindmanUnity
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CI failures seem unrelated to this code change, all SG tests are passing

@alindmanUnity alindmanUnity merged commit 698a61b into master May 13, 2020
@alindmanUnity alindmanUnity deleted the sg/export-dependencies branch May 13, 2020 16:29
sebastienlagarde added a commit that referenced this pull request May 31, 2020
…reviously submitter to be those of 9.x.x/release (#678)

* [Shader Graph] Fix Export Dependencies (#68)

* Adding hidden scriptable object to shadergraph assets so export correctly identifies dependent subgraphs/custom function scripts

* Instead of creating a new scriptable object, adding object references to metadata

* Adding export dependencies to subgraphs as well

* Update CHANGELOG.md

* add space

* fix shadersubgraphmetadeata

Co-authored-by: Alex Lindman <alexandral@unity3d.com>

* [9.x.x] SubWindow open/close/toggle automated testing coverage (#333)

* automation for open and closing shader graph windows over and over, toggling sub windows, sub windows locations being remembered, ect.

* merge fix

* now works with master!

* address PR feedback from sai

* add null check for blackboard selections when blackboard is hidden

* update tests to check for correct value

* adding more debug info

* [skip ci] disable sub window remembered test

Co-authored-by: zadi0648 <zackd44@gmail.com>
Co-authored-by: Alex Lindman <alexandral@unity3d.com>
Co-authored-by: Elizabeth LeGros <elizabeth.legros@unity3d.com>

* [9.x.x] Core / hdrp: Move packing and dots instancing code to right location + Update DOTS Macro (#442)

* Move code to there right location

* Move dots intancing code to the right location

* Update UnityInstancing.hlsl

* Change the Hybrid V2 versions of UNITY_MATRIX_ macros to use the FROM_MACRO versions to avoid problems with other macros.

* Replace ifdef'd UNITY_MATRIX_M with redefined GetRawUnityObjectToWorld for Hybrid V2 to clean up code and reduce corner cases.

Co-authored-by: Jussi Knuuttila <jussi.knuuttila@unity3d.com>

* Revert "[9.x.x] Core / hdrp: Move packing and dots instancing code to right location + Update DOTS Macro (#442)" (#454)

This reverts commit b7dbd91bb652dc87e2b47d013e7066b4d97120f0.

* Fix reorderable list issue (#349)

* [universal] fix for case #1205224

Removed the reorderable list and replaced it with a normal list for the ui

* Updated changelog

Co-authored-by: Felipe Lira <felipedrl@gmail.com>

* [Feature] Compute Deformation Node (#166)

* [Feature] Create node for compute deformations.

* [Feature] Adding some missing files for Compute Deformation node

* Fix skinning nodes

* Clean-up of LBS & Deform Compute SG nodes.

* Moved LinearBlendSkinning node into Mesh Deformations folder

* Both nodes add the shader properties automatically.

* Add sub graph support for both nodes.

* Add vertexID, bone weights and indices to AttributeData

* Add correct semantic for vertexID

* Add setup error to compute deform node if compute define is not enabled.

* Remove warning about vector truncation from Compute Deform Node

* [Documentation] Added documentation for LBS and Compute node

* Get objects to visualize in gameobject mode.

* Add setup error to CD and LBS nodes if Hybrid Renderer package is not installed

* Update shadergraph changelog

* Updated Compute-Deformation-Node and Linear-Blend-Skinning-Node

* Add defines to SG nodes to remove supported features in Hybrid V1.

* Updated Linear Blend Skinning Node

* Add defines for LBS node to work with Hybrid Renderer prior to data protocol change (pre 0.5.0)

* Added link to Hybrid Renderer. Updated Ports table.

* Added missing input port entries in Ports table

* Move LinearBlendSkinning node into 'Mesh Deformation' group.

* Add defines for material property to work with hybrid renderer v2 pre 0.5.0

* Update shader graph define to 0.5.0

* Update compute deformation node define to be hybrid renderer 0.5.0

* Bump ShaderGraph importer version

* Update hybrid renderer version define to include preview version 4 and above

* Added punctuation.

* Updated TableOfContents.md

* Update Node error messages

* Add 'package' to error message.

* Use float3 for deformed mesh tangents instead of float4

* [Clean Up] Rename Input and Output slots for LBS and Compute Deform node

* Update guid to objectId

* Update hybrid renderer assembly define for Shader Graph

Co-authored-by: hedvig <hedvig.axelsson@unity3d.com>
Co-authored-by: Sven Santema <svens@unity3d.com>
Co-authored-by: Sharlene Tan <sharlenet@unity3d.com>
Co-authored-by: svens-unity <55388940+svens-unity@users.noreply.github.com>

* DOC-1664 Added: Customizing URP: Using the beginCameraRendering event. (#383)

* Update Light-Component.md (#357)

* Update Look-Dev-Environment-Library.md (#365)

* Updated Decal Projector doc (#477)

Updated Limitations section and added a disclaimer about decal shader stripping.

* Look Dev docs refactor 2 (#484)

* Added core docs

* Updated HDRP docs.

* Update Look-Dev-Environment-Library.md

* Update TableOfContents.md

* Remove bellevue QA from SG codeowners as this was causing unnecessary friction. (#491)

* [skip ci] [Shader Graph] Bump Searcher Version  (#452)

* bump searcher version to 4.2

* Update CHANGELOG.md

* Fixes for issue with Default shader and material not available when Models are imported at project startup. (#339)

* Replaced usages of Shader.find with code loading the corresponding shader using GUIDs.

* Updated Changelog.

* made GetShaderGUID internal, Added Tests for GetShaderGUID and GetShaderPath

* Added entry to URP changelog, removed entry added by mistake from HDRP changelog.

* Fix manifest to be accurate for 20.1

* [VFX] Update from vfx/staging (#489)

* [9.x.x] updated terrain scene and reference images. (#460)

* updated terrain scene and reference images.

* Reverted non OSX Metal images

This reverts commit 1cba18b4665fbb520e36f65654d71e00d8a2cb9c.

* Fix NaN cause when a 0-length normal is generated and then normalized (#437)

* Avoid to normalize 0-length normals

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* [9.x.x][Yamato] Remove references to trunk and master (#505)

* remove references to trunk or master

* update metafile

* remove player-connection-ip flag from Android (#509)

* [9.x.x] Merge Hdrp/staging [Skip CI] (#366) (#521)

* [9.x.x] Disable unstable test on vulkan HDRP

* Auto bumped package versions:
com.unity.render-pipelines.core: 9.0.0-preview.29
com.unity.render-pipelines.high-definition-config: 9.0.0-preview.31
com.unity.render-pipelines.high-definition: 9.0.0-preview.29
com.unity.render-pipelines.lightweight: 9.0.0-preview.30
com.unity.render-pipelines.universal: 9.0.0-preview.30
com.unity.shadergraph: 9.0.0-preview.30
com.unity.visualeffectgraph: 9.0.0-preview.29

* Update changelog to have the correct version

* Auto bumped package versions:
com.unity.render-pipelines.core: 9.0.0-preview.30
com.unity.render-pipelines.high-definition-config: 9.0.0-preview.32
com.unity.render-pipelines.high-definition: 9.0.0-preview.30
com.unity.render-pipelines.lightweight: 9.0.0-preview.31
com.unity.render-pipelines.universal: 9.0.0-preview.31
com.unity.shadergraph: 9.0.0-preview.31
com.unity.visualeffectgraph: 9.0.0-preview.30

* [9.x.x] [Packages] Fix promotion jobs [skip ci] (#530)

* update dependency of promotion job

* add publish as a dependency

* [9.x.x backport] backporting https://github.com/Unity-Technologies/Graphics/pull/525 (#528)

* [9.x.x backport] Merge Hdrp/staging [Skip CI] (#544) (#545)

* [9.x.x] Merge Hdrp/staging [Skip CI] (#544)

* Delete 4052_TAA.png.orig

* [10.x.x] Update threashold of HDRP DXR 802 deferred SSS test

* Update 801_SubSurfaceScatteringDeferred.unity

* update vulkan reference screenshots 4052 / 9301

* Update upm-ci-hdrp.yml

* [9.x.x Backport]  Merge Hdrp/staging [Skip CI] (#560) (#561)

* [9.x.x] Merge Hdrp/staging [Skip CI] (#560)

* Update upm-ci-hdrp_dxr.yml

* [9.x.x backport] Merge Hdrp/staging [Skip CI] (#582) (#586)

* Enable "MSAA Within Forward" Camera Frame Setting by default when new Render Pipeline asset is created (#348)

* Fixing merge issue for SSR transparent

* Fix universal and yamato after merge.

* fixuniversal after merge

* renormalize files

* Update 9801_ShurikenLightModule.unity

* Make isEditorCameraPreview and sky public (#6147)

* Update HDAdditionalCameraData.cs

* Update SkySettings.cs

* Update 9801_ShurikenLightModule.unity

* Update HDAdditionalCameraData.cs

* Update 9801_ShurikenLightModule.unity

* Fixing ray tracing tests (#6158)

* Fixed transparent SSR for shader graph. (#6163)

* - Fixed transparent SSR for shader graph.

* changelog

* Added old graphics tests and modifications (#6143)

* Update scenes

* update blendstates

* added OSX reference images

* win reference images

* fix lit light difference

* Update blendstates-c-lit-unlit

* disable check memory alloc due to ref probe issues

* update ref images

* rename test 1709 to 1711

* rename test 1709 to 1711 - bis

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix issue with blend mode and with keyword (#6164)

* Fixed an issue with emissive light meshes not being in the RAS (#6174)

* Hdrp/pt8 (#6090)

* Added support for anisotropy.

* Tidied the code up, plus moved to correlated G term for aniso GGX.

* Added anisotropic refractive sampling.

* Disable path tracing for the shading graph preview camera.

* Added support for alpha culling.

* Fixed issue with transmission rays.

* Updated Changelog.

* Added support for punctual and directional light cookies.

* Updated Changelog.

* Added support for area light cookies.

* Fixed bug with area cookies atlas not being properly generated when
rebuilding library.

* Made sure maxDepth > minDepth always, and added support for AO from mask.

* Added support for transparent shadows.

* Updated Changelog.

* Toggling path tracing on/off does not reset iteration anymore.

* Reverted change on enable, was causing minor issues.

* Made sure we don't have transparent behaviour when shader is set to
opaque.

* Minor changes.

* Tweaks on transparency behaviour.

* Updated changelog.

* Added path-tracing specific payload.

* Added support for iridescence.

* Updated Changelog.

* Added multiple scattering compensation for specular.

* Added Path tracing test.

* PT test part 2.

* Updated Changelog.

* Added proper area light range attenuation.

* Fixed issue with alpha clipping in ray-tracing.

* Cosmetic.

* Fix on the rect area light range.

* In the editor, dragging manipulators around now resets accumulation.

* Added material dirtiness tracking.

* Does not apply intensity clamping to camera rays.

* Reste PT iteration when saving a shader graph.

* Added dirtiness tracking for acceleration structure and lights.

* Added support for bg color.

* Minor change to progress bar display.

* Minor change to iteration counter, so that it never goes over the max.

* Updated path tracing test.

* Added finer estimates of lights during global pdf computation.

* Refined light estimates during light list creation.

* Updated PT test after changes to light sampling.

* Minor change on samples count dirtiness handling.

* Cosmetic, plus include guards.

* Separated the path intersection structure from the ray tracing one.

* Cosmetic, plus taking SSS weight into account to reduce diffuse.

* Added SSS support for path tracing, and made some minor changes to the
ray-traced version.

* Minor code refactor.

* ...

* ...

* Post-merge cleansing.

* Fixed minor issues in CreateMaterialData().

* Fixed issue with test framework and resolution change.

* Avoid error msg on null instance in PathTracing.cs.

* Pathtracer new automated scenes (#6053)

* Add global GI automated test scene

* Adding transparency test scene

* Update max samples of transparency scene to 32

* Added area light test scene / Updating reference image

* Transparency scene settings + ref image

* Scene added to build (Editor build settings)

* Update tranparency image ref

* Updating scene to 1 spp and ref image

Also moving the asset to common assets folder

* Re-added support for unlit shader graph.

Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>

* Update RTSSS Screenshots (#6177)

* Fix DX12 and DXR Player build and Updating the test screenshots for DXR player tests (#6130)

* Fix DX12 and DXR Player build
Updating the test screenshots for DXR player tests

* fix shader graph case

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Update CHANGELOG.md

* Fix shader compilation issue with Vulkan and Raytracing (#6181)

* update path tracing and 1219 test

* Fix hdasset migration code not being called after a package upgrade (#6179)

* Fix the HDRP asset migration code not being called after a package upgrade

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix custom pass out of bounds (#6176)

* Fix draw renderers custom pass out of bound exception

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix PBR master node (#6182)

* Fix PBR shader render states

* Updated changelog

* Fix some typos in the debug menu (#6097)

* fix some typos

* Revert typo fix that break public API

* Changelog

* Add regenerated shader includes

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored. (#6108)

* Fixed ray traced point and spot lights shadows not rejecting history when semi-transparent or colored.

* Removing unwanted skip closest hit

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Diffuse Shadow Denoiser Improvement. (#5851)

* - Added a new mode that improves the filtering of ray traced shadows (directional, point and spot) based on the distance to the occluder.
Added new test scenes to test the denoiser improvement

* Update changelog

* Fix an issue with the shadow denoiser grabiing data outside of the screen

* changing light parameter to internal

* Fixed a warning due to StaticLightingSky when reloading domain in some cases. (#6193)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge. (#6211)

* Fixed the MaxLightCount being display when the light volume debug menu is on ColorAndEdge.

* Update com.unity.render-pipelines.high-definition/CHANGELOG.md

Co-Authored-By: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: Motiejus Viltrakis <36502659+iM0ve@users.noreply.github.com>

* Update documentation to mention more explicitely the lack of support of vertex animation (#6207)

* Update documentation to mention more explicitely the lack of support of vertex animation

* Update Ray-Tracing-Getting-Started.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Make subsection in decal debug menu to specify "affect transparents"  (#6200)

* Make subsection in decal debug menu

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Added coverage for Enabled GPU Instanced material (#6183)

For light layers automated test

* Support cookie on light backing for Disc Area Light (#6138)

* Added support for light cookies in the baking backends.

* Updated light conversion script to reflect the latest changes made to the API.

* Added support for directional light cookie sizes.

* Added support for cookies on rectangular area lights.

* Enable Area::Disc Light on backing with cookie

* Update ChangeLog

* Update CHANGELOG.md

Co-authored-by: uygar <uygar@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp /lookdev/fix crash on adding volume as viewed game object (#6129)

* Update Volume's Layer when moving them to LookDev's stage

* Update CHANGELOG.md

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add smoothness remark (#6226)

* Removed unexpected file

* Removed legacy VR code from HDRP (#5923)

* Removed legacy VR code

* do not set CullingOptions.Stereo with xrsdk

* re-add and tag previous function signature as obsolete

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Improve light clipping and culling #2 (#4711)

* Improve area light culling

* Simplify

* Clip box lights at the attenuation range

* Save 1x ALU

* Add missing feature flags

* Chanelog

Co-authored-by: EvgeniiG <7ee2cc898cca1b5fc49df740c2081dfc681e0a28>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Hdrp/fix/decal material ui errors (#6225)

* Fixed error in the console when switching shader to decal in the material UI

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fix z-fighting in sceneview when scene lighting is off (#6213)

* Do not override the depth state of transparent materials in RenderDebugView

* Changelog

* Changelog - add case number

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Mention default post processing in default volumes. (#6232)

* Fix cubemap inspector so that thumbnail for cubemap work (#6231)

* Fix for missing thumbnail on cubemaps

* Changelog

* Better default angles

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix ray tracing with VR single-pass (#6242)

* - Fix an exception in ray tracing that happens if two LOD levels are using the same mesh renderer. (#6198)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* update location of reference screenshots after merge

* Added debug exposure to light hierarchy debug. (#6215)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* - Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. (#6251)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/pt9 (#6184)

* Added support for anisotropy.

* Tidied the code up, plus moved to correlated G term for aniso GGX.

* Added anisotropic refractive sampling.

* Disable path tracing for the shading graph preview camera.

* Added support for alpha culling.

* Fixed issue with transmission rays.

* Updated Changelog.

* Added support for punctual and directional light cookies.

* Updated Changelog.

* Added support for area light cookies.

* Fixed bug with area cookies atlas not being properly generated when
rebuilding library.

* Made sure maxDepth > minDepth always, and added support for AO from mask.

* Added support for transparent shadows.

* Updated Changelog.

* Toggling path tracing on/off does not reset iteration anymore.

* Reverted change on enable, was causing minor issues.

* Made sure we don't have transparent behaviour when shader is set to
opaque.

* Minor changes.

* Tweaks on transparency behaviour.

* Updated changelog.

* Added path-tracing specific payload.

* Added support for iridescence.

* Updated Changelog.

* Added multiple scattering compensation for specular.

* Added Path tracing test.

* PT test part 2.

* Updated Changelog.

* Added proper area light range attenuation.

* Fixed issue with alpha clipping in ray-tracing.

* Cosmetic.

* Fix on the rect area light range.

* In the editor, dragging manipulators around now resets accumulation.

* Added material dirtiness tracking.

* Does not apply intensity clamping to camera rays.

* Reste PT iteration when saving a shader graph.

* Added dirtiness tracking for acceleration structure and lights.

* Added support for bg color.

* Minor change to progress bar display.

* Minor change to iteration counter, so that it never goes over the max.

* Updated path tracing test.

* Added finer estimates of lights during global pdf computation.

* Refined light estimates during light list creation.

* Updated PT test after changes to light sampling.

* Minor change on samples count dirtiness handling.

* Cosmetic, plus include guards.

* Separated the path intersection structure from the ray tracing one.

* Cosmetic, plus taking SSS weight into account to reduce diffuse.

* Added SSS support for path tracing, and made some minor changes to the
ray-traced version.

* Minor code refactor.

* ...

* ...

* Post-merge cleansing.

* Fixed minor issues in CreateMaterialData().

* Fixed issue with test framework and resolution change.

* Avoid error msg on null instance in PathTracing.cs.

* Pathtracer new automated scenes (#6053)

* Add global GI automated test scene

* Adding transparency test scene

* Update max samples of transparency scene to 32

* Added area light test scene / Updating reference image

* Transparency scene settings + ref image

* Scene added to build (Editor build settings)

* Update tranparency image ref

* Updating scene to 1 spp and ref image

Also moving the asset to common assets folder

* Fog support WIP...

* Added support for fog attenuation.

* Cosmetic.

* Set a maxSampleCount to 1 for tests only in play mode.

* Updated Changelog.

* Cosmetic.

* Take min and max depth into account for fog color.

* Make sure we are inside the light cluster when buidling light list.

* Simplified signature of RenderPathTracing() func, replaced
RaytracingFrameIndex with RaytracingSampleIndex.

* Taking max fog distance into account.

* Fog max dist part2.

* Added a new test scene for the fog

* move reference screenshots

Co-authored-by: remi-chapelain <57442369+remi-chapelain@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Hdrp/volume debug (#6058)

* New widget DebugUI.Table

* Opened some Volume related API

* New volume debug panel

* Fixed a bug when debugging editor cameras

* Fixed table border color. Updated documentation

* Handles inactive and removed components

* Don't show deprecated volume components. Sort by name

* Revert unwanted modification

* Handle disabled volumes

* Hides volumes that don't affect the final value

* Code documentation

* Add range check

* Fix player build

* Fix volume influence detection

* Refresh display when components changes

* Fix error on player build

* Reduce popping

* Use editor camera as anchor point

* Select all layers for the scene camera

* Un-open profileRef API

* Remove ref to profileRef

* Proper component name, show text for non supported parameters

* Fix profile duplication when using volume debug menu

* Updated unsupported parameters message. Show a name as fallback if it exists

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixing HDRP_DXR_TEST not having local package at right location (#6107)

* Clearer naming of tile and cluster categories for environment lights (#6227)

* Rename Environment to Probes

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). (#6267)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix for Fogbugz 1214609 - HDRP Wizard addively increases the Light Intesity instead of setting it (#6266)

* Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. (#6235)

* Fixed an issue where a dynamic sky changing any frame may not update the ambient probe.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add XR setting to control camera jitter for temporal effects (#6259)

* add XR setting to control camera jitter for temporal effects

* cleanup unused code path

* revert changes to scenes

* Deprecate Utilities namespace (#6219)

* (case 1204677) Copied namespace Utility to UnityEngine.Rendering and made it obsolete.

* Updated changelog

* Updated comment

* Updated comment

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Remove deprecated namespace Utilities. [Requires #6219] (#6220)

* (case 1204677) Copied namespace Utility to UnityEngine.Rendering and made it obsolete.

* Updated changelog

* Updated comment

* Removal of deprecated API

* Updated changelog

* Remove deprecated api

Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fix issue on thumbnail generation so that no error on new project and thumbnail are generated at first import (#6265)

* Fix issue with static preview for cubemap being called without a material initialized

* Fix the issue preventing thumbnail to be preserved upon reimport on load

* Comment

* changelog

* Change asset swap to legacy method

* comment and white line removal

* Fix for baked probe import cycle

* Added comment

* Oops missing a file

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Add custom pass opaque rendering error message (#6330)

* Added an error message when rendering opaque objects with an HDRP asset in DeferredOnly mode

* Updated custom pass doc

* Updated changelog

* Fix issue of debug display variant with shader graph not compiling (#6325)

* move #define DEBUG_DISPLAY into debugdisplay.hlsl

* fix builtindata

* fix includes

* fix shader

* fix XR culling with multiple cameras (#6314)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix XR single-pass with Mock HMD plugin (#6313)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* fix sRGB mismatch with XR SDK (#6311)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Partial fix LookDev opened when CoreRP package reimported (#6291)

* Fix null texture usage happening on CoreRP upgrade

* Partially fix garbage collected stylesheet issue.

(Need more work on UIElement side, see case 1228706 )

* Update CHANGELOG.md

* Clean log

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/fix default volume switch (#6250)

* Fixed an issue where default volume would not update when switching profile.

* Update changelog

* Fixed an issue when setting the default volume for the first time where the hdrp asset would not be dirtied

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Reflection probe cameras are now created with the correct type (#6245)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where AO override would not override specular occlusion. (#6222)

* Fixed an issue where AO override would not override specular occlusion.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Fixed an issue where Volume inspector might not refresh correctly in some cases. (#6252)

* Fixed an issue where Volume inspector might not refresh correctly in some cases.

* Update changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* render XR mirror view only for camera with no RT (#6306)

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Split set rendering feature set and API validity check (#6301)

* Split set rendering feature set and API validity check

* changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Hdrp/probe scale 1219246 (#6288)

* Fix when scale down < 0 all direction of box Influence Volume

* Update Change log

* Hdrp/fix/particle light shadows (#6111)

* Tried to fix particle light shadows

* Fixed particle shadows

* Updated changelog

Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Recording of accumulation motion blur and path tracing (#6114)

* Pt and accumulation motion blur recording

Fix merge issues

Fix merge issues #2

Bugfix: accumulation with one sample

Chengelog

Don't set the fixed-time in the subframe manager - should be set in the recorder

Properly set and reset the fixed time

Updated documentation

Small fix to make physics simulation work with scaled time / accumulation mb

Post rebase fixes and disable accumulation when using only one sub-frame

* Fix post merge issues

* hdrp resources asset file

* remove duplicate code

* Move most compute shaders to use multi_compile API (#6307)

* Squashed commit of the following:

commit ed9e485efc69a7949e34f0512666d522470dc73e
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 11:47:59 2020 +0100

    Revert "Squashed commit of the following:"

    This reverts commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6.

commit 0dd46577be82abeaefc839cbcd9f3875b05d48e6
Author: FrancescoC-Unity <francescoc@unity3d.com>
Date:   Fri Mar 20 10:39:28 2020 +0100

    Squashed commit of the following:

    commit 0e1815814ce8204cfa42ae3050ba655fe769c550
    Merge: ac6809ec032 2b018dfe8a9
    Author: Sebastien Lagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:45 2020 +0100

        Merge branch 'master' into HDRP/staging

    commit 2b018dfe8a9f5f304e4b95d6279dda60f632c9dc
    Author: sebastienlagarde <sebastien@unity3d.com>
    Date:   Thu Mar 19 18:19:02 2020 +0100

        Merge Hdrp/staging (#6293)

        * Custom pass cleanup (#5507)

        * Fix custom pass cleanup issue with multiple volumes

        * Updated changelog

        * Delay discard of fragments during decal projection (#5283)

        * Delay discard of fragments during decal projection

        Metal Shading Language declares that fragment discard invalidates
        derivatives for the rest of the quad, so we need to reorder when
        we discard during decal projection, or we get artifacts along the
        edges of the projection (any partial quads get bad partial derivatives
        regardless of whether they are computed implicitly or explicitly).

        * Better re-arrangement of decal code

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update TerrainLitPasses.hlsl

        * Update ShaderPassDecal.hlsl

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixing unnecessary memory allocations in the ray tracing cluster build and Updating the screen shots for the ray tracing tests (#5465)

        * Fixing unnecessary memory allocations in the ray tracing cluster build
        Updating the screen shots for the ray tracing tests

        * Update test scene and screenshots

        * - Discarding the ray tracing history for AO, reflection, diffuse shadows and GI when the viewport size changes.
        - Update and disable some tests that still  need to be updated

        * Add a counter for ray tracing frame index and update screenshots

        * Fixing the Area Shadows Denoiser Test

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change the default volume used by the ray tracing tests to make them work again (#5510)

        * Change the default volume used for the ray tracing tests, fixes the tests back.

        * Fix access to the ray tracing frame index in ray tracing ambient occlusion (doesn't change behavior)

        * Missing term in the ray tracing frame index access (#5511)

        * Fix colum headers (#5517)

        * Fix colum headers

        * Update CHANGELOG.md

        * Rename post formats (#5505)

        * Renamed the post processing format to the new convention

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed the first frame flash with auto exposure (#5491)

        * Fixed flashes with low and high exposure scenes when Automatic Exposure is in use

        * Moved postfx history reset to per-camera reset

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update DefaultSettingsVolumeProfile.asset

        * Hdrp/small enhencements for DXR (#5493)

        * Add Warning for DXR and AsyncExecution in FrameSettings

        * move restarting at end of all fix in wizard for DXR

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/update default scenes (#5485)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactoring pre-existing materials to share code between rasterization and ray tracing (#5441)

        * Refactoring pre-existing materials to share code between rasterization and ray tracing
        Update the test scene

        * update changelog

        * Changing the color of an unlit in the reflection test scene

        * review corrections

        * Fixing unlit shader graph

        * Fix specular AA related issue

        * Update the reflection test

        * Fix an issue with debug display for ray tracing shaders
        Always use ray tracing frame index 0 for ray tracing tests
        Update tests screenshots
        Update ray traced reflection test scene

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/staging thin (#5509)

        * Adding a REFRACTION_THIN model.

        * Fixed thin distance.

        * ... and fixed it.

        * Updated changelog, removed unused REFRACTION attrs from Fabric template.

        * Added a REFRACTION_THIN_DISTANCE macro.

        * Finished support for thin refraction.

        * Fixed LitTesselation (was missing thin refraction model).

        * fix issue when merging Refactoring of DoAlphaTest

        * Fixed an issue where passing a null ProfilingSampler would cause a null ref exception. (#5555)

        * Fixing the area shadow denoised test (#5544)

        * Fix leak in Sky when matcap view (#5556)

        * skip pre render sky in matcap view

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix compilation issues of ApplyExposure on platforms that don't support VR (#5575)

        * Fix

        * changelog

        * Remove Preview from physically based sky

        * HDRP asset migration (#5580)

        * Initialize the HDRP asset version to the latest one so new assets are not migrated

        * Updated changelog

        * Hdrp/remove wind resources (#5578)

        * Remove wind resources

        Remove wind resources no longer used and containing big files

        * Update changelog

        * revert: Hdrp/update default scenes (#5485)

        * Fix issue with missing texture in test

        * Disable POM test in 1708 SG_OnSG as it is unstable

        * Add missing texture in runtime test

        * update caption for geometric normal debug in forward

        * add missing texture to runtime test

        * Create Textures.meta

        * fix SG on decal SG

        * Fixed an issue where ambient occlusion and screen space reflections editors would generate null ref exceptions when HDRP was not set as the current pipeline. (#5577)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present. (#5582)

        * Fixed a null reference exception in the probe UI when no HDRP asset is present.

        * Indentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass outline (#5590)

        * Fixed custom pass outline resolution screen resolution dependent

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed a null reference exception in the HDRI Sky editor when no HDRP asset is present. (#5596)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix decal orientation when created from script. (#5592)

        * Fixed all migration classes to default to latest version so that Decals created by script to get migrated.

        Fixed decal created through context menu so that they get the proper rotation convention.

        * Update changelog

        * Moved the GetEnumLastValue to TypeInfo class

        * Updated super old test scenes to the proper latest version for decals

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Refactor of HDCamera (accesibility mostly) [Skip CI] (#5548)

        * Refactor of HDCamera

        - Made internal/private APIs that should not have been public
        - Fixed naming convention for private members
        - Moved everything by accessibility for clarity (public, internal, then private)

        * Added Doc and returned some API public.

        * Fix visibility of Density Volumes in reflections [Skip CI] (#5589)

        * Oblique projection frustum fix, first try

        * HDCamera frustum now recalculates near and far plane to avoid issues with oblique projection matrices.

        * Update changelog

        * Added comments

        * Indentation

        * Fixed camera relative position of frustum

        * Indentation

        * Fixed a null reference exception in Path Tracing, Recursive Rendering and raytraced Global Illumination editors when no HDRP asset is present. (#5597)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix ray tracing tests and add a test scene for lights and cookies in ray tracing (#5604)

        * expose StartSinglePass() and StopSinglePass() as public interface for XRPass (#5605)

        * Add missing custom pass API documentation (#5530)

        * Add missing custom pass API documentation

        * Fix doc spells and grammar

        * Stencil Refactor and Material migration fixes (#5581)

        * Remove leftover code

        * commit to switch machine

        * Remove hard coded stencil values in shaders

        * clear stencil

        * tmp commit, start of splitting decal in dbuffer and normal patchup

        * Make decal patching up run after GBuffer

        * Remove hardcoded value for SSS split lighting

        * Tmp commit to switch branch

        * Finalize build coarse stencil (with debug leftover and render graph NOT handled)

        * The AA bits (the easy one :-) )

        * split in two enums

        * Distortion vectors bit sorted

        * SSR bit

        * Motion vector bit

        * decals bit

        * Lighting bits

        * Use HTile for SSR

        * HTile SSS -> Incomplete, verify and test.

        * SSS fixes, but still not working (probably not HTile related, but main stencil)

        * Make decal patch normal work and remove stencil bit

        * some leftover fixes

        * was commited by mistake

        * Update materials

        * Revert "Update materials"

        This reverts commit 4a0de82ef51750b77546020d77ad6b5d773e60af.

        * Fix issues with MSAA and with migration

        * Forgot this out

        * update materials and maps

        * default materials

        * don't have SSR on unlit

        * Fix some leftovers

        * Renaming

        * Revert "update materials and maps"

        This reverts commit 103f1cb71d8fffa49b0c2ef57f1b41b36d0a3dbf.

        * Revert "default materials"

        This reverts commit 978740acd825562717a01437dcc0c74fc4cfefb0.

        * Fix migration

        * white line

        * Fix migration

        * Add render queue overide to the material placer.

        Also add PackageInfo.cs to HDRP, so the graphic tests can call it's internal methods and objects.

        * Default material post migration

        * com.unity.testing.hdrp post reimport

        * Updated materials from test

        * Disable tests that are to be updated or not needed anymore

        * Fix VFX issues  (To be fixed better by @PaulDemeulenaere )

        * Lit hardcoded default was off

        * Update VFX Test materials ( @PaulDemeulenaere for awareness )

        * Fix issue with stencil in TAA

        * Revert lighting data

        * revert light map data

        * Revert other lighting asset

        * Cleanup post processor.

        * Update DXR test material

        * Update commnets

        * Early (need testing) new migration workflow

        * Revert "Early (need testing) new migration workflow"

        This reverts commit 2db025002d66165dd00e90f5f5d3c944ed53f361.

        * Update post processor

        * Add manual option to migrate

        * Add dialog box

        Co-authored-by: RemyUnity <32760367+RemyUnity@users.noreply.github.com>

        * Push updated hdrp version in test project (#5617)

        * Push m_LastMaterialVersion update

        * Dont open dialog on yamato

        * Update test projects with recent stencil refector PR (#5618)

        * Update runtime test project

        * Create HDRPProjectSettings.asset

        * update DXR project

        * Revert "update caption for geometric normal debug in forward"

        This reverts commit 150d68279b891529be272b37f374c36b879646f4.

        * Run reimport during update (to avoid unwanted extra dialog during dialog box) (#5620)

        * Make user stencil bits public (#5616)

        * Expose bits to user

        * Update documentation

        * Update HDStencilUsage.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement history rejection based on object velocity (#5532)

        * Implement history rejection based on object velocity

        * Update changelog

        * Fix an issue with ambient occlusion denoising being broken after adding the history rejection feature
        Adding the GPU Light type for history validation and rejection

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed initial state of material created through the context menu. (#5603)

        * Fixed an issue where materials newly created from the contextual menu would have an invalid state, causing various problems until it was edited.

        * Forgot DecalUI (for non shader graph decals)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update HDLightUI.Skin.cs

        * Cookie and planar atlas (#5518)

        * Added support for cookie atlas

        * Begin to move planar reflection into atlas

        * Added texture atlas for planar reflection probe plus a limit to on screen planar probes

        * Removed debug log

        * Fixed planar probe atlas scale issue and useless mipmap generation of the atlas

        * Refactor Texture2D atlas

        * Move ScaleBias for planar probes to a separate list

        * Fix cookie mode for directional lights

        * Added error log for non square cookie textures in the atlas

        * Fix merge

        * Fixed cookie atlas

        * Trying to fix area light cookies

        * Fixed area light cookie

        * Disable mipmap for non area light cookies

        * Added cookie atlas format control + fixed size warnings in HDRP cookie ui

        * Add resolution in Capture Settings reflection probe drawer

        * Removed warnings

        * Added the point light cookie texture array in the debug menu

        * Fix cookies in ray tracing + celestial body texture

        * Update dynamic light cookie screenshot

        * Update Animated cookie test + fix reflection probe texture format

        * Fix area light cookie

        * Update HDRP asset cookie and planar atlas sizes

        * Increase cookie atlas size for area light test

        * Simplify code

        * Fix cookie mip clamp

        * Fixed compilation and CG alloc

        * Added atlas layouting when there is no more space

        * Fix directional light cookie

        * Updated reference image of cookie area lights

        * Fix hardcoded format and cookie layout

        * Remove useless mip update

        * Fix area light cookie x flip

        * Added the debug exposure option for debug planar reflection atlas

        * reverted the fix for area light cookie x flip

        * Tried to simplify the code of the atlas

        * Update reference image

        * Added an error when max planar reflection probe on screen is reached

        * Fixed space parenthesis

        * Fixed mipmap not updated properly and area light cookie convolution temp texture format

        * Fixed atlas reset mips

        * Update tooltip and fixed cookie insertion order when there is no more space in the atlas

        * Enable exposure on cookie atlas debug

        * Fix debug overlap

        * Update reference image

        * Added migration code for the cookie atlas size and fixed point light cookie debug exposure

        * Added planar atlas size upgrade code

        * Updated planar reflection atlas message

        * Fixed resolution dependent cookie mip maps

        * Updated changelog

        * Fixed cookies for ray tracing

        * Fix cookie in the ray tracing light loop requested without being reserved

        * Clamp UV when doing the area light convolution

        * Update reference images

        * Remove debug symbols

        * Fixed area light convolution UV limit

        * Fixed half pixel clamp and updated reference images

        * Fixed planar reflection mip map edge bleeding and update reference images

        * Updated more image reference

        * Updated DXR cookie test scene

        * Fix default material transparent created with ZWrite enabled (#5621)

        * Fixed transparent material craeted with ZWrite enabled

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/fix decal gizmo mouseover (#5626)

        * Remove controlID on projection direction of DecalProjector that conflict with other handles

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Hdrp/smallfixes lookdev (#5619)

        * Fix zoom being stuck around 0

        * fix crash forbiding view manipulation while using directly hdri without passing by an environment

        * Fix hitch in FPS displacement mode

        * Fix when user destroy the EnvironmentLibrary being used.

        * Update CHANGELOG.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Mask was never set for some debug pixel deferred shaders [Skip CI] (#5627)

        * Mask was never set

        * changelog

        * Added comments

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fixed an issue where creating decals at runtime could cause a null reference exception. (#5594)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Make APIs internal when they should be - 1 - [Skip CI] (#5531)

        * First pass of making APIs internal when they should be.

        * Indentation

        * Compilation fixes + review feedback.

        * Make APIs internal when they should be - 2 - [Skip CI] (#5533)

        * First pass of making APIs internal when they should be.

        * Indentation

        * WIP

        * Missing file

        * More

        * Revert some changes based on review feedback

        * Compilation fix

        * Compilation fixes + review feedback.

        * Updated HDUtils accessibility

        * More editor internals.

        * Better (not hardcoded) stencil handling in VFX (#5624)

        * Stencil update for vfx

        * Fix issues

        * fix missing templates

        * Avoid displaying material upgrader dialog on new project (#5631)

        * Don't run dialog on new project creation

        * skip only on first creation

        * Check file existence before showing dialog

        * typo

        * Push test materials after ZWrite PR (#5632)

        * Update HDRP_Test project

        * Update DXR test assets

        * Update run time tests

        * Discard invalid pixels when doing deferred lighting in compute (for camera stacking) (#5339)

        * Discard invalid pixels when doing deferred lighting in compute (as required for camera stacking)

        Small comment modification

        Update changelog

        * Use stencil buffer (instead of normals) to discard pixels in deferred compute

        * Remove not required if statement when binding the stencil

        * Small fixes to API visibility. (#5637)

        * Fixed some more public APIs to internal.

        * Made hasCustomRender public again.

        * Moved the tier defining from the asset to the concerned volume components. (#5519)

        * Alpha post-processing bugfixes and improvements (#5512)

        * Bug fix for post processing alpha with chrommatic aberation + minor fixes

        * Avoid double blending in DOF

        * Unit tests for alpha post-processing (TAA/DoF)

        Vulkan test images

        Vulkan meta files

        * Fix runtime tests (#5639)

        * Update runtime test screenshots

        * Update planar resolution

        * Add test (#5641)

        * fix material and project settings for VFX (#5642)

        * Revert change to GBuffer (normalbuffer usage) as it broke the raytracing code

        * Fix various issues with time and animated materials (#5480)

        * Fix various issues with time and animated materials

        * Changelog

        * Add getters

        * Only update time once per frame

        * Fix animation in reflection

        * Fix null ref exception

        * Re-applied code after impossible merge.

        * Comment change

        * Remove commented code.

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix graphic test (#5651)

        * renaming test 1901 -> 1451 and 1709 -> 1710

        * Update EditorBuildSettings.asset

        * Update 1710_Decals_Normal_Patch.png

        * update screenshots

        * update scene backgroud

        * Update manifest.json

        * Update decal patch screenshots

        * update 4052_TAA

        * Changing the tier system for a preset mode system and removing unnecessary options (#5646)

        * Changing from a tier management to a "mode" management for reflection and GI and removing the ability to enable/disable deferred and ray bining (they are now implied by performance mode)

        * Update the scene scenes

        * Update changelog

        * Fixing an instability with the light shadows in ray tracing

        * Update to light explorer (#5615)

        - Fixed SkyType display when no Visual Environment is present
        - Changed fog display to reflect the updated fog system
        - Changed Global to "Mode" as it is in Volume UI now.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 1710_Decals_Normal_Patch.png

        * disable TAA test for XR

        * Hdrp/add documentation tool (#5655)

        * Add the documentation tool to HDRP test project

        * Fixed window serialization

        * Update the documentation for the diffusion profile (#5654)

        * Update the documentation for the diffusion profile

        * Update Diffusion-Profile.md

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add missing hdlight api (useVolumetrics) (#5652)

        * Add missing API to the HDAdditionalLightData

        * Updated changelog

        * Global Settings API doc. (#5649)

        * Fog Volume Component API doc. (#5645)

        * Debug Display API doc. (#5643)

        * Color picker API doc.

        * FullScreen Debug API doc.

        * Decal debug API doc

        * False Color debug API doc

        * Lighting Debug API doc

        * Material Debug API doc.

        * DebugDisplaySettings API doc.

        * Restored contact shadow fade debug.

        * API documentation for sky related classes. (#5640)

        * API documentation for sky related classes.

        * Document the PBR sky

        * Hdrp/small wizard fixes for dxr (#5633)

        * Add ScreenSpaceShadow to Camera's default FrameSettings

        * Forbid to atmpt creating default scene if the hdrpAsset is not right (we depend on its resources)

        * Update CHANGELOG.md

        * Add OS and Hardware check in wizard for DXR

        * Update CHANGELOG.md

        * Fixe typos

        * Add missing check on Shadows

        * Update Documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Documentation (#5613)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix custom pass disable stencil (#5545)

        * Disable the strencil in custom passes when overwriting the depth and not writing into it

        * Updated changelog

        * Rephrase doc

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Add option to exclude camera motion contribution from motion blur (#5656)

        * Remove camera component from motion blur if desired

        * changelog

        * Documentation update

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Implement Semi-transparent Shadows for Point and Spot lights (#5490)

        * Make the shadow behavior for  transparent and transmissive objects more intuitive.

        * Update changelog

        * Implementing semi transparent ray traced shadows for point and spot light
        Adding a test scene for both cases
        Moving contact shadow ray tracing code to a seperate file
        Changing the direction of contact shadow rays to be coherent with the other shadows

        * update changelog

        * Update the test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fix shader warning in termporal AA

        * Support semi-transparent shadows for unlit shader and unlit shader graph (#5663)

        * Not doing ray tracing when the stencil bit is off for ssr (#5665)

        adding a test case for it

        * Restored serialization of deprecated parameters to fix migration. (#5666)

        * Shadow Atlas is no longer allocated for area lights when they are disabled in the shader config file. (#5662)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Updated HDRP documentation (#5664)

        * Updated HDRP asset doc

        * Update the upgrade guide for cookies and planars

        * Added warning in the material sorting priority doc for depth write

        * Added a section about surface option properties for ShaderGraphs

        * Fix link name

        * Alpha output documentation (#5658)

        * Update documentation for HDRI-Sky-Backplate (AO) (#5670)

        * Avoid MRT Clear on PS4 [Skip CI] (#5675)

        * Avoid MRT Clear on PS4

        * changelog

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Change name of option (#5681)

        * More code share between inspector materials  (#5635)

        * Share stencil code for inspector materials (Akin to what happens in shadergraph)

        * changelog

        * Add comment and fix issue

        * Better handling of setting state (if not available, don't write it)

        * Update BaseLitGUI.cs

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Expose alpha cutoff material for ShaderGraphs (#5667)

        * Expose alpha clip to material UI for ShaderGraphs

        * Updated changelog

        * Replace #if by #ifdef

        * Fix debug menu bitfield (#5683)

        * Fixed runtime debug menu bitfield controls

        * Updated changelog

        * Hdrp/update default scenes (#5634)

        * Replace default scenes with scene prepared for scene-template

        * Update of DefaultSettingsProfile

        * Update DXR scene

        * fix missing profile in default scene dxr

        * Update CHANGELOG.md

        * Fix missing HDRI Sky references in DXR new scene

        * Fixed VFX Tests Default volume profile

        * Changed Default Volume settings to an empty one.

        * Missing volume asset files + update manifest and meta

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * - Fixed the radius value used for ray traced directional light. (#5682)

        - Fixed compilation issues with the layered lit in ray tracing shaders.
        - Changed the way the length parameter is used for ray traced contact shadows.
        - Added contact shadow test scenes

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * fixed XR autotests viewport size rounding (#5684)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Material samples bis (#5686)

        * Add ball

        * update Material samples #5638

        * Update CHANGELOG.md

        * Remove unused version property from Material

        * Updating the documentation for ray tracing (#5680)

        * Updating the documentation for ray tracing

        * review corrections

        * Fix mip slider reflectionprobe (#5689)

        * Remove the slider knob when the reflection probe preview has no mipmap

        * Updated changelog

        * edit VR documentation (#5685)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Better directional PCSS blur handling (#5688)

        * Use correct penumbra calculation for directional.

        * Update visual test

        * Need cleaning uo

        * Cleaning

        * screenshot update

        * Small cleanup

        * typo leftover

        * changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Update 001-HDTemplate.png

        * Adding the initial implementation of sub-surface scattering (#5625)

        * Initial implementation of ray traced sub surface scattering
        Added a test scene for ray traced sub surface scaterring

        * Update changelog

        * Updating the tests

        * Update 8103_PrePostPass.unity

        * Remove unnecessary skip of material upgrade dialog box. (#5692)

        * Remove unnecessary skip of material upgrade dialog box.

        * Update changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix warning after metal fixup (#5704)

        * Various API doc update. (#5705)

        * Various doc + FrameSettings WIP

        * Finished frame settings API doc and added various other missing doc.

        Also made internal wrongly public API in HDRP

        * Fix density volume blend distance (#5698)

        * Fixed adjusting positive axis of Blend Distance slides the negative axis

        * Updated changelog

        * edit VR doc (#5699)

        * Hdrp/wizard update vr installation (#5706)

        * Add installatation checker in UsedPackageRetriever

        * Add PackageInstaller

        * Add better control on the displayed HelpBox

        * Update VR fixes

        * fix typo

        * Move Install Config Package Button above with HDRP Package info

        * Update CHANGELOG.md

        * Update documentation

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Removing unused alpha threshold depth prepass and post pass for fabric shader graph (#5711)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix default volume profiles location (#5710)

        * Ray traced reflection smoothness fade and fallback fixes. (#5700)

        * Fix fall back for ray traced reflections when denoising is enabled
        Make Smoothness Fade start work with ray traced reflections
        Fix the blend of reflections based on the weight
        Add the contact shadow test scenes back

        * Change the name of the weight function and add it to all shading models

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix iridescence color space (#5691)

        * Fix iridescence color space

        * Fixed compilation and updated test screenshots

        * fix test

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>

        * Fix Terrain Detail Mesh (stop to spam) [Require C++ PR] (#5690)

        * disable support of Terrain Detail

        Fix for error spam issue in HDRP: https://fogbugz.unity3d.com/f/cases/1211848/

        * Update CHANGELOG.md

        * Update HDRenderPipeline.cs

        * Update HDRenderPipeline.cs

        * [Waiting for C++] Disable probes in renderers (#5648)

        * Disable probes section in the Renderer editors

        * Updated changelog

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Merge Hdrp/fix/case 1210058 to master (#5612)

        * Fix for 1210058 - NaNs at certain view angles

        Issue is caused by NaNs/INFs when computing basis on extremely thin (subpixel-width) geometry.  Putting some safeguards fixes the issue

        * Update CHANGELOG.md to reflect 1210058 fix.

        * Updated fix for issue #1210058

        Overwrite the UVs to fix the derivatives.

        * Updated fix for issue #1210058

        Make sure the UVs are zero if unused to fix the derivatives.

        * Undo last.change -- UV fix addresses NaNs

        Zeroing the unused UV1 channel on the material seems to do the trick.

        * Changelog adjustments to be moved

        Current version puts everything in HDRP, so there is no change in core.

        * Update CHANGELOG.md

        Reflect fix for NaNs

        * Fixed UV1 for lightmaps and detail maps.

        * update comment

        * Update NormalSurfaceGradient.hlsl

        Co-authored-by: JulienIgnace-Unity <julien@unity3d.com>
        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Minor code cleanup

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluter, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering. (#5732)

        * Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, ray traced SSS andRecursive Rendering.

        * udpate changelog

        * Implementation of ScreenSpaceReflections for Transparent materials (#4968)

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix HDRP duplicated frame settings (#5850)

        * - Added a fallback for ray traced area light shadows in case the material is forward or the lit mode is forward. (#5749)

        - Fixed a bug related to ray traced area light shadow history.

        Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

        * Fix cookie index usage (#5871)

        * Hdrp/merge staging (#5943)

        * fix case 1205791 custom mesh issue (#5551)

        * fic case 1205791 custom mesh issue

        * Updated changelog

        * Added a call to Dirty() (#5420)

        * Added a call to Dirty()

        * Updated changelog

        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * Fix shadergraph analytics. (#5912)

        * Fix analytics.

        * Added changelog

        * Fix for case 1200161 Save as subgraph issue (#5503)

        * Fix for case 1200161

        * Edited CHANGELOG.md

        * Added comment to the code

        Co-authored-by: Sharlene Tan <43795986+sharlenet@users.noreply.github.com>
        Co-authored-by: Marc Templin <marctem@users.noreply.github.com>

        * fix for unreported keyword bug (#5863)

        * Fixed fogbugz case 1197958 (#5671)

        * * Fixed fogbugz case 1197958.

        * * Updated CHANGELOG.md.

        * * Added spacing.

        * Added #if ENABLE_VR && ENABLE_VR_MODULE guard to XR code.

        *  Added Logic to Inject render pass to base renderer (#5901)

        *  Moved render pass injection code from Forward Renderer to ScriptableRenderer to be able to use for all renderers.

        *  added changelog
…
PaulDemeulenaere pushed a commit that referenced this pull request Jul 23, 2020
* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md
sebastienlagarde pushed a commit that referenced this pull request Oct 5, 2020
* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

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

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

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

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

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

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset

commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

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

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
Merge: 7b2890b76f 98ce4878d1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

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

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* 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 position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* 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 (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* 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)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* 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

* update asset and scripts

* Remov…
sebastienlagarde added a commit that referenced this pull request Oct 14, 2020
* Add alembic test to HDRP_DXR_Tests

* Update alembic reference images

* Use Yamato reference images

* XR test updated reference image

* Revert reference image for WindowsEditor. It looks like playmode_XR has
a different result than playmode and playmode_Rendergraph

* Modify alembic test to confirm alembic works with ray tracing by viewing
alembic mesh via ray traced reflection

* Set XR threshold multiplier to 1.5, based on other tests that have to
wait for frame

* Update WindowsEditor reference image

* updated most prefabs to not be prefab variants unecesssarily, updated diffusion profile for bamboo leaves, fixed wood normal map, rebaked, added new "medium" bake settings

* [CI] Updated .ymls to new revision

* Expose PointCacheAsset textures (#2030)

Currently there's no pCache property in vfx graph, this change exposes textures to make them usable instead of pCache.

More: https://forum.unity.com/threads/expose-point-cache-as-blackboard-attribute.856603/#post-6355635

* Fixed links and images

Fixed issues in the ToC, links in all docs and images in all docs.

* Fix Static-shader-analysis.md links.

Changed file name of Static-shader-analysis.md and fixed links.

* removed useless -preview.1

* Toc name change

Also amended links.

* TableOfContents name change.

* Universal/fixing changelog (#2090)

* removing duplicate Added sections

* removed accidental added text

* Fixed the dates issue

* Moved fixed to the right section

* Updated fontainbleau compatability and added relevant links

* Fix clear coat chagelog issues. (#2095)

* Renamed UI `Vector1` to `Float` / Renamed enum `Float` precision to `Single`  (V2) (#1979)

* rename precision from float to single

* rename vector 1 to float

* rename vector1 in the documentation

* Update Compositor-User-Guide.md

* Update Upgrade-Guide-10-0-x.md

* fix precision test

* add search synonym to upgraded node

* update precision test graph

* Fixed extra whitespaces and minor rewording

* Rename also all enum which a Vector1 inside to get correct string conversion as float

* Renamed Float.md and updated links to it

* Revert "Rename also all enum which a Vector1 inside to get correct string conversion as float"

This reverts commit 3d5fe9b48a1c2b7642b40327c5fea7a259016638.

* rename property type to have correct type display

* Update DiffusionProfileShaderProperty.cs

* Fix blackboard info name after merge of Antoie PR

* rename the uss color mode to keep correct banding color

Co-authored-by: Alex Lindman <alexandral@unity3d.com>
Co-authored-by: Sharlene Tan <sharlenet@unity3d.com>

* VFX Staging to Master for 10.1 (#1945)

* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

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

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

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

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

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

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset

commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

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

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
Merge: 7b2890b76f 98ce4878d1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

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

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* 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 position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* 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 (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* 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)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick …
julienf-unity added a commit that referenced this pull request Oct 23, 2020
* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

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

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

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

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

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

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
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    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset

commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

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

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
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Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

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commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

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

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* 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 position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* 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 (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* 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)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* 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

* update asset and scripts

* Remove unwanted fil…
julienf-unity added a commit that referenced this pull request Oct 25, 2020
* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

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

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

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

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

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

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset

commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

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

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
Merge: 7b2890b76f 98ce4878d1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

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

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* 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 position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* 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 (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* 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)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* 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

* update asset and scr…
julienf-unity added a commit that referenced this pull request Oct 25, 2020
* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

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

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

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

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

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

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset

commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

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

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
Merge: 7b2890b76f 98ce4878d1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

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

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* 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 position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* 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 (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* 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)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* 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

* update asset and scr…
sebastienlagarde pushed a commit that referenced this pull request Oct 25, 2020
* 10.2 fixes

* [VFX] harmonize position + fix API validation (#2365)

* property attributes not serialized (#253)

* Initial tests

* Fix typo

* Change the VFXPropertyAttribute class

* Use VFXPropertyAttributes in VFXProperty

* Refactor interface

* Remove old VFXPropertyAttribute class

* More fixes

* Fix bug in DataAnchorController

* Fix invalid cast typo

* Remove shader warnings (#261)

* Fix shader warnings in test projects

* Update changelog

* Vfx/feature/filter enum (#243)

* Allow filtering enums values in VFXModels.

* Add an explicit GetHashCode() to default NameNType.

* Update CHANGELOG.md

* Update VFXHDRPSubOutput.cs

* fix based on review

* Remove raytracing enumerator filter as it was removed from HDRP enum

* Remove irrelevant render queues from some HDRP outputs (#263)

* Remove AfterPostProcessing render queue for lit outputs

* Remove render queue field from distortion outputs

* Update changelog

* Update HDRP changelog instead of VFX

* Fix issue when converting outputs with invalid render queue

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

* Fixed Flipbook Texture Names

* Update CHANGELOG.md

* Fix exception when creating new category on new visual effect asset.

* Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205)

* Fix to graft : support for flag enum in inspector

* *Update changelog

* Revert "Fix Enum Flag" (#15)

* "Fix Enum Flag" (#16)

This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241.

* Fix for Initial Event field height, (#17)

* Fix for Initial Event field height, that were clipping the bottom of legged letters

* Update CHANGELOG.md

* Vfx/fix colorfield height (#19)

* Fix color field height

* changelog

* Mesh Sampling (revival) (#1)

* Squashed commit of the following:

commit 4cd4cb244d720c87580c3386a75209532f2b8629
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:13:24 2020 +0200

    Minor change to ease graphViz output view

commit a6f9f78ecff57045899508f8a7bb03c9cc731c29
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 18:11:09 2020 +0200

    Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue)

    Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags)
    Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior

commit 7c11de30553cbc378926e3a1d6775f361921ad7a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:54:57 2020 +0200

    *Update 007 SampleMesh to cover more cases

commit 0baa1401f6fad276323d6369eb4330ef717c978f
Merge: 40749ce2ba a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 31 18:04:49 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 40749ce2ba015f004c6e161d75c4063edefd0f3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:50:40 2020 +0100

    *Reupdate Image (HDRP, there was an issue with shaderGraph)

commit fa7ecbf9656db5316a60aadd450414b4d790e9ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 21:46:02 2020 +0100

    *Update reference Image & .vfx (always in HDRP project)

commit 7abaf9bbf27c587033ad621301778b15748793e4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 15:13:20 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh

commit c5a7a3ed477af8732da0095091c080692c9c64b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 14:52:07 2020 +0100

    Add graphic test to cover constant folding (TODO : Update all images)

commit 27e3c7464d60659905f13f172c79a79a94b7ac56
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 26 13:37:38 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714

commit 128101bc638d98d9628dc90be078450e1f706534
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 12:39:39 2020 +0100

    Minor : forgot a punctation

commit 8c395cd600dfd8301cf6c83d1354ba457e49e889
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 24 11:01:30 2020 +0100

    *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488

commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:33:39 2020 +0100

    Fix documentation image link (bis)

commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:24:13 2020 +0100

    *Fix path in documentation

commit 662d086481c228491536d1463dfe61198048a263
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 09:06:12 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790

commit 241ca5edf7451345ecce30da9310b19e24ee37d5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 23 08:21:56 2020 +0100

    *Update documentation

commit d89f307aca40f88bdda2dc0e9a0324556e296400
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 17:50:44 2020 +0100

    *Update documentation

commit 9f79d5a48e22881011ccf978217b21ce44ed9a37
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 15:59:56 2020 +0100

    first draft of documentation

commit f84300e560bfd3698e27da58a4e93236209ac513
Merge: 9c5bd4e887 c04b64c1b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 20 13:22:28 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f
Merge: f8284406c8 ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:13:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit f8284406c8a99ceb442c13e20049ca14efd3cd7d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Mar 16 10:12:08 2020 +0100

    Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944

    Split Texture & Buffer

commit 39328fb09e1d470727becea05842cd48ceb7c5e2
Author: Tristan Genevet <tristan@unity3d.com>
Date:   Wed Mar 11 11:42:23 2020 +0100

    Fix delegate set that must not be postponed

commit 9ddac63551eea34f630ddea0380035728b97bf3a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 17:48:44 2020 +0100

    Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial)

commit e04224320d5404e44c969e49470eec827622916f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:30:46 2020 +0100

    Fix after merge

commit fb7dbd291fc063640295b35a24caf87ddccef1f9
Merge: 302ae40d59 5bdcd30bd9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 10 15:15:42 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 302ae40d59ec0c3dd214405392853de8097373ca
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:48:54 2020 +0100

    Fix build & behavior

commit 61ce50e6dd9e08987bb7273f678e064edc01d110
Merge: 70c93148d4 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 10:18:17 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs

commit 70c93148d49f776dc68a47c28053258f8a713f54
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Feb 12 09:04:23 2020 +0100

    Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressing mode in Position (Mesh) too & Update Tooltips

commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 17:18:28 2020 +0100

    *Update reference image for HDRP (clear color isn't exactly the same)

commit 65883b0f521cd1e1438890084593081400d594a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 16:09:18 2020 +0100

    Fix Color Sampling test

commit 3e7ab2cddca5556855280709d18395df1229be57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:54:25 2020 +0100

    *Update Mesh Sampling vfx

commit b46ffc745a55347e4d310e617afd1a40f2c2a804
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:47:06 2020 +0100

    Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567

commit 03dff8383f4cc7acb383a630f0745871db2b7303
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:31:48 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555

    Remove output count from the SampleMesh for consistency

commit 0d6620339efc53b56906226e78b005ab06a0ab53
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:26:24 2020 +0100

    *Update test using vertex mesh sampling

commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 15:17:00 2020 +0100

    *Use flag in inspector as @julienf suggested

commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 11:22:36 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772

    Add adressingMode in Custom Sampling

commit 00444271a0c3c1efda6373f16432cad3659d8238
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 10:29:07 2020 +0100

    Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770

commit d4422c88b66f0cf67c561086798b176db69b3d1a
Merge: a7052746e1 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:05:59 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

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

commit a7052746e10326979c3e4c4d69ddc4004bcad83b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 09:04:44 2020 +0100

    Unexpected change in upm-ci-vfxmain.yml

commit 3fa67e367aeda4f85025886d53729111a0d841e6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:57 2019 +0100

    Update upm-ci-vfxmain.yml

commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d
Merge: 442c3cd4e0 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:34:28 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 08:59:41 2019 +0100

    Fix experimental & add mesh vertex count output as suggested by @vlad

commit 7e306fe26a8839a9d72f4625a61e91814b4105ce
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:13:04 2019 +0100

    Update upm-ci-vfxmain.yml

commit 31604a66ff6f0b2031681bf26ac7f59d047d493d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:12:46 2019 +0100

    Revert upm-ci-vfxmain.yml

commit 9f8cdafdbc98f084453894897b54858a67e75483
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 13:11:49 2019 +0100

    Revert upm-ci-vfx_lwrp.yml

commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573
Merge: 858f1a94ed 5b678082c5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:55:52 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

commit 858f1a94edfc88756a43b41d4652624939a6ab57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:49:20 2019 +0100

    Restrict constant folding on mesh operation

commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 16:04:40 2019 +0100

    *Update ChangeLog.md

commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 14:21:01 2019 +0100

    Clean useless code

commit 8e2e438886de3db5b8ba6c2613102a38947461aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 13:45:51 2019 +0100

    Use name expression to compute vertex index

commit 8349f56e96668f3656113850048e427859602583
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 09:03:17 2019 +0100

    Rename "texture_" to "mesh_" when expression is actually a mesh

    Remove useless sampler for mesh

commit 51f1e01943e4d221a7323363c39656b861a94fe7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 08:39:31 2019 +0100

    Update Canvas to include test in graphicTest

commit fff4b79856a215bc1d13cb08752f88e40549ddbb
Merge: ca39c0d6ec efba8dad57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 26 07:49:14 2019 +0100

    Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset

commit ca39c0d6ece391081f786e10e96aa6007af6b18e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 19 11:22:36 2019 +0100

    Remove shape test

commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 15:02:58 2019 +0100

    Temporary : change yamato target to graphics/vfx/fix/mesh-sampling

commit aea552d59b018fbf7c217b37d8846e02bfefb349
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:59:04 2019 +0100

    *Update player reference images

commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 18 14:36:49 2019 +0100

    Fix PositionMesh

commit 05aec35f9a430497583f5b952fa97ce6784c676d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 17:01:52 2019 +0100

    *Update graphicTest

commit 052cb87133878404390365f0403b6faa44821133
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 15:30:46 2019 +0100

    Fix mesh color sampling

commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 14 11:41:59 2019 +0100

    Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity

commit 2ecdcc54480aa17665db6b980a5ba797539931e9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:28:19 2019 +0100

    Add MeshVertexCount operator

commit c5b144214270c741bc61a6bc0994c0c5098ba39a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Nov 13 10:08:14 2019 +0100

    Add a true embedded random in SampleMesh

commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Nov 12 18:35:35 2019 +0100

    Fix unexpected cast int to uint

commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 14:39:06 2019 +0100

    Add WIP TODOPAUL

commit 6ff729e50e85204a597c0628be601a2b8064cc3e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 8 13:55:20 2019 +0100

    Use uint instead of int & remove RandInt

commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:09:22 2019 +0100

    *Update Shape.vfx

commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 15:07:11 2019 +0100

    Fix build

commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:46:47 2019 +0100

    Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae
Merge: bd366e5cf8 d2bacd6482
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Nov 4 14:43:23 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/mesh-sampling

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
    #	com.unity.visualeffectgraph/Shaders/VFXCommon.cginc

commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Wed Dec 12 12:53:50 2018 +0000

    Fix mesh sampling stride and remove fmod when not needed

commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:40:06 2018 +0000

    color space fix

commit 3df16fe0c60a235e3991249553ccf4167bd7d736
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 16:03:25 2018 +0000

    Shape gfx test

commit ceef2e0410503647eb1f997f217e9442fb50b823
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Tue Dec 11 12:32:36 2018 +0000

    Remove baking prototype and fix channel offsets

commit 39d518807d279fd328cc4408d5f85667f60e719b
Author: Richard Kettlewell <richardk@unity3d.com>
Date:   Mon Dec 10 15:26:55 2018 +0000

    Mesh sampling

* Commit data files as lfs

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935

Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable

* Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933

Use simpler & explicit definition of propagated flags

* Fix several issue/comment

Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764
Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765

* Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph

* Fix tooltip issue from @lewisjordan

Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385
Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386
Side note : use mode instead of "addressingMode" in PositionMesh as well.

* Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553

* As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777

* Add composition for Position (Mesh) as suggested by @thomasi

Co-authored-by: Tristan Genevet <tristan@unity3d.com>

* Update experimental disclaimers (#367)

* Updated experimental disclaimers

* Removed link and added description instead.

* [HDRP] MSAA & MotionVector (#12)

* Support WRITE_MSAA_DEPTH Unlit template

* Fix MSAA for lit output

* *Update changelog

* Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH

TODO : Fix Sphere output as well

* Fix typo in ParticlePoint

* Factorize common fragment Lit & unlit for depth alike passes.

* Fix particle hexadreon wrong depth with alpha clip

* Revert "Fix particle hexadreon wrong depth with alpha clip"

This reverts commit b16bd570440087984c2c8c48279bebb088f748e8.

* Allow an object slot to have null as its value (#25)

* Allow an object slot to have null as its value

* changelog

* Vfx/fix/prevent capacity change locked (#24)

* Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode

* changelog

* *Update all vfx (had to do it manually...)

* Restore missing enty in hdrp changelog (bad resolve conflict from me)

* Fix 1233044 - capacity cannot be zero (#21)

* Prevent capacity from being 0

* Fix strip capacity as well

* Vfx/fix/param order (#22)

* Fix for dragged parameters order when there are categories

* changelog

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix minor issue with VFXPreviousPositionBinder.cs (#23)

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/fix/sgoperator create context drag (#28)

* Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot.

* changelog

* Vfx/fix/context no blocks (#27)

* Don't show block windows when context cant have blocks (output mesh )

* changelog

* PropertyBinder : Minor Fixes (#29)

* Fix for binder when null asset & fix for binder while resetting

* Call ClearPropertyBinders while resetting

* Add Update Modes & Time Access (revival) (#4)

* Squashed commit of the following:

commit d77638ba4188bfb03c81130b82cacb2a719f03be
Merge: 49eaeadff7 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 09:46:59 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 14:53:09 2020 +0100

    Update UX for new time access (#260)

    https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280
    See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z

commit 78d5d9938d9896d517efa89662764afd44ef12fc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 16:03:26 2020 +0100

    Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060

commit bc7e715b0e41b55126fdf171b7459b680e3e3824
Merge: 9a82a52bfe ec959d5de3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 14:52:03 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88
Merge: f56986d415 66df0debfc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Mar 13 09:17:53 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit f56986d4157f140ca84b039d97c8b7064a18214e
Merge: 047820690f 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:25:07 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 047820690fa496bd43d3a60df16dd0932502c7cb
Merge: d6d17dfbbc e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:56:39 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

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

commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:59:15 2020 +0100

    Squashed commit of the following:

    commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Tue Jan 14 13:37:05 2020 +0100

        Use implicit block for old position backup

    commit e786cf3ade7d7515da4569dde9455881af02f282
    Author: Paul Demeulenaere <pauld@unity3d.com>
    Date:   Sun Jan 12 15:05:03 2020 +0100

        WIP : Add option to skip zero delta per update context

commit e864fae742120fbfebabb26b605ddedfd184b02b
Merge: 4eecc0b90b fb12af4c28
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:47:57 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 16:08:07 2020 +0100

    Rename ProcessEveryFrame in ExactFixedTimeStep

commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 16:21:50 2020 +0100

    Fix ManagerMaxDeltaTime (was GameDeltaTime)

commit eaebe2649e93a5083fd62c91ac92185794b908e5
Merge: 98e7dcfcdc 276c02f29a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:42:08 2020 +0100

    Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes

commit 98e7dcfcdceb710c252e4d1a257815a724539e68
Merge: 248004d55a 0737eb535c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 10 13:26:54 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 248004d55a7b96c6532cd3c197e175b751d6f3fe
Merge: 2bbadae355 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 9 13:12:50 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit 2bbadae355bb3c4a308b8d4e020e96127fa94818
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 10:07:46 2019 +0100

    Add tooltip to VFXTime.cs

commit 9dc7ea790327b44ffde94bbf783d588e74c50174
Merge: bf48ba84eb 1758e4de4b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:29:13 2019 +0100

    Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes

commit bf48ba84ebfd1472d041966ba4be627e3a1ef427
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 17:26:30 2019 +0100

    *Update changelog.md

commit b5d76d5d5d65584fde771213d9a01adc6dd9b856
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 16:10:19 2019 +0100

    Add operator to enable time accesses

commit 1a2fe7b8dc5072dd49d985f045f276385e08287f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 11:25:52 2019 +0100

    Add built-in expression (but not listed)

commit b0d0e64ee04036adf48f4481bfd22eace649bac3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:37:50 2019 +0100

    Add some header

commit 490a441046a227bb1cc1b98418d0559da17d3771
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:36:57 2019 +0100

    Add tooltip & text content

commit 621c5b2b78545800b2e94921b9314ef860992059
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 19 10:09:32 2019 +0100

    *Add custom inspector to edit update flags efficiently

* Fix build (VFXPropertyAttribute.Create isn't needed anymore)

* Fix editor test

* Read Attribute in Spawn Context  (#6)

* Squashed commit of the following:

commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 11:14:14 2020 +0200

    *Update image reference (having issue with standalone, not sure of the result)

commit 275c22de35f08ada783c96c625b12475f0c42337
Merge: 85254f1ec4 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Apr 3 09:59:48 2020 +0200

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
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    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 16:21:39 2020 +0100

    *Update image reference due to fix with grapicTest update

commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf
Merge: d8db341bfb 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 11:51:43 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset

commit d8db341bfbd9257e1a5285d200e3eabe24857b01
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:57:38 2020 +0100

    *Apply Formatting

commit f80441dd6b30ef726d46ae2fe32bcf05d208b760
Merge: b3d858ffe1 01f176355a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 5 17:32:49 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7
Merge: 0bce44dc9a 5d2dfe278f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 25 13:18:58 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

    # Conflicts:
    #	.yamato/upm-ci-vfx_lwrp.yml
    #	.yamato/upm-ci-vfxmain.yml
    #	com.unity.visualeffectgraph/CHANGELOG.md

commit 0bce44dc9a694bf36b849efb894e999fa9dc959e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 14:20:03 2020 +0100

    *Fix build

commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df
Merge: 2130ea0ef2 e6fd39c7a2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 24 09:47:09 2020 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

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

commit 2130ea0ef2186ecdc5692878940d5d6635dca31b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:09:13 2020 +0100

    *Update tooltips (thanks @vlad)

commit f8cdb95f5d2075848e530d997551b69de43f39e0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 14:01:44 2020 +0100

    Rename SpawnerState in SpawnState

commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Jan 13 13:54:24 2020 +0100

    Improve ReadAttribute test to cover NewLoop state

commit 2c515bfde823bfbce87df8a1444e19e5c2327e32
Merge: a9efee24ff bff1b74b59
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 16:32:45 2019 +0100

    Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner

commit a9efee24ff84131c53dc2ba93f1985b02217e3d7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:54:25 2019 +0100

    *Update comment

commit 6b17879881555cd72b3af4463fd907423f92ad7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 14:53:11 2019 +0100

    Throws an exception while detecting unexpected expression flag

commit cbad9212075ec6776cf9d892185dd6ee64f8fab2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:43:33 2019 +0100

    Reorder spawner state operator

commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 16 09:35:30 2019 +0100

    Fix issue "Cannot plug in attribute-derived nodes into a spawner block."

commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:58:30 2019 +0100

    *Update changelog

commit 61bd2e5871f23002dd1add024858efdef5e09372
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 9 15:46:52 2019 +0100

    Update _CCCC test & Rename Spawner State library name

commit 4942912123d795023aacb0363c8e462a2da29943
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 16:58:17 2019 +0100

    Fix test & clean useless code in VFXExpression.Initialize

commit e6d6c593eb27c612a225340615dabe7692f76a00
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:22:31 2019 +0100

    Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose

commit f00f740b775f67e9378072744513f3ff920f470d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 15:16:39 2019 +0100

    Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change)

commit b7d8e238dd7e05bf99114a980c8584da7985dcf8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:45:56 2019 +0100

    Clean test data & add reference images

commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 14:17:51 2019 +0100

    Move graphicTest to common files

commit fa21846e7787fec9068c5a18a33dc568df3f7cc9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 11:53:18 2019 +0100

    Separate cleanly per event attribute expressions

commit 80e5259674a011e864e65f13c77ce06f92f33b7f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Dec 6 08:38:41 2019 +0100

    New test for chaining & read attributes

commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 18:47:20 2019 +0100

    Add read attribute for loop settings (context evaluation)

commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 15:30:56 2019 +0100

    Clean expression patching

commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Dec 5 11:45:06 2019 +0100

    Clarify compatibility code for spawner order & random implication

commit 0dcf774f623fb93eb7bc19b06407b88669472443
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 18:42:30 2019 +0100

    Add tricky case in test vfx & fix compatibility code

    TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected

commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 16:49:42 2019 +0100

    *Up local test

commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Dec 4 15:22:03 2019 +0100

    Detect & Compute partial evaluation

commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:16:29 2019 +0100

    Add spawner State Operator & SpawnCount (even if it's actually an attribute)

commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 15:04:04 2019 +0100

    Add spawner state accessor

commit adb1d6d66172f2d187b577facaf7b2aea4677d13
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 3 11:24:20 2019 +0100

    Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling

commit d43ad0e1395d0e51f3583ce9627a72006356e117
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 2 16:19:05 2019 +0100

    Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute

commit 8a25b5fbed33569529d30379fce2acd4da7de88d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Nov 29 16:14:32 2019 +0100

    Backup test asset (temporarily)

commit dcb3efaf885dbbdec317f5a42ace9ace336fded9
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Nov 28 16:37:48 2019 +0100

    WIP : experimenting new concept of Read Attribute expression

* Merge with vfx/staging

* Update VFX

* Misc small fixes (#36)

* Fix strips outputs, spawnIndex and default metallic value

* Increase threshold in particle strip unlit test

* Test for Override resetted (#26)

* *WIP* add test

* Actually add a more legit "prefab" test

* Prepare fix later fix of 1206890 : can't change the C++ without updating this test

* Fix editor test (todo : graft this change to master to anticipate the C++ change)

* Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20)

* New Test : total time is sum of delta time (#7)

* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249

* [Fix] Disable reset option (#41)

* Disable reset option

* Add repro case 1251533

* Fix minor issue with PreviousPropertyBinder (bis) (#31)

* Fix minor issue with VFXPreviousPositionBinder.cs

* Fix exception in OnEnable

Note : I didn't try it locally yet.

* Actual fix of VFXPreviousPositionBinder.cs

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Fix culture issues when generating attributes defines in shaders (#40)

* [PropertyBinder] Move Update to LateUpdate (#38)

* Fix issue with VFXPropertyBinder : we should use late update instead of Update

* *Update 23_ParameterBinder reference image

* Call resyncslots on shadergraph dependent models. (#10)

* Call resyncslots on shadergraph dependent models.

* missing call to checkgraphbeforeimport

* indentation

* fix slot not updated if only the attributes change

* Do the same for models having subgraphs than for models having shadergraphs.

* Fix based on PR review

* Update CHANGELOG.md

* update vfx and settings

* Renable 009_MultiCamera in URP project

* Easy Wins (Small Workflow / Cosmetic fixes) (#37)

* Properties now exposed by default in blackboard

* Dissociated Colors for bool/int/uint

* Added Degrees / Radians conversion subgraphs in samples

* De-nicified attribute name (conserve case) in Set Custom Attribute title

* Changed the default "No Asset" message when opening the visual effect graph window.

* Subgraphs are not in hardcoded categories anymore + Updated Serialization

* Added Documentation for setting Subgraph Menu Categories

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Vfx/docs/compatability disclaimer (#43)

* Added compatability disc

* Updated format.

* Save a specific vfx asset and its sugraphs only (#35)

* Save graph asset works

* Update CHANGELOG.md

* Update VisualEffectGraphWindow.md

* Update VisualEffectGraphWindow.md

* Fix for block copy not dirtying the scene.

* Remove some unecessary compilation (not all) (#46)

* New TransformVector4 and GetTextureDimensions operators (#18)

* Vfx/feature/new operators 2 (#266)

* Add TransformVector4 operator

* Remove unused code

* Fix warning

* Refactor dynamic type operator

* Samll fix to previous commit

* Add texture dimensions operator and expressions

* Add tooltips

* Add changelog entry

* Fix merge compilation

* Modify point cache test

* Prevent textures from being constant folded

* Move modified test to correct folder

* Output Event (#5)

* Squashed commit of the following:

commit 449a60793a4c5c91e1913c42632448eb07ebe5de
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 14:27:48 2020 +0200

    Fix stackoverflow with subgraph (but doesn't fix the internal workflow)

commit caf0df3af5f451f9576c2cc7f328b57a87479f30
Merge: bb1047c59a a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Apr 2 10:22:47 2020 +0200

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit bb1047c59a084551e7df3b93d7d5ad501145ecaf
Merge: 7b2890b76f 98ce4878d1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 17:17:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:54:17 2020 +0100

    Add a check of outputEvent in SpawnerTest

commit 945992b2feff4b8f7a24740944c77a4a92f271dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Mar 19 16:24:56 2020 +0100

    *Update OutputEventTest.cs to check Test_Output_Event

commit c48fda763e807503f27f98deeda4238b6628c264
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Mar 18 10:17:21 2020 +0100

    *Update image reference & Test (stop using a undebuggeable random position)

commit 5a5ad49cb485907ee869445627821810589ab34a
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 22:12:58 2020 +0100

    Fix newly integrated spawn test for output event

commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c
Merge: ef4837245e 47b17e444b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Mar 17 17:53:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

    # Conflicts:
    #	TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset
    #	com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs
    #	com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs

commit ef4837245e1d88846f6d686e2803094d1d6cd04d
Merge: 2331c32fb4 0e325d7de5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 11 08:30:00 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda
Merge: 5d225d6e19 0103971ce2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Feb 6 08:01:06 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

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

commit 5d225d6e192b32394faf0964ad263cc33c5280cc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:01:51 2020 +0100

    Fix editor test

commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Feb 4 15:00:35 2020 +0100

    Add distinct while retrieving virtual link

commit 725252869ac24d962490b4550821fbba2ab119b3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Feb 3 14:38:52 2020 +0100

    *WIP* Output test

commit 96098fa11f4781837543fba099936b15a8c7158d
Merge: 02178104a3 bb04ca28fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 31 14:07:02 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 02178104a301fb434d5e6821cd369884bbc01006
Merge: 1443b66691 db8325ba2b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 18:06:20 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 1443b66691d46ed9598ccc26b0b9425d373b61e1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:37:08 2020 +0100

    *Reduce unexpected changes

commit aa1afcafa9c95d042db146043c60015d3f5c96f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 28 17:31:13 2020 +0100

    New UX for output event (use data instead of system name) (#229)

    * *WIP* Experiment for UX using eventName

    * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name

    * Remove useless naming pattern linking label & title for output

    Cleaner & Safer implementation for outputEvent edition

    * Use unique system naming

    * Add test for Data for VFXOutputEvent

    * Fix hacky OnInvalidate

commit 9cd41b81cef062991907d5ce446336bde78b79d3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 15:11:39 2020 +0100

    Add editor test to check return value of output event (not attribute, already cover by graphic test)

commit 1a09c63a98e4650b82160e670cedfb06b630284d
Merge: 35126156f2 52ce8b9636
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 22 11:02:45 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit 35126156f2b93b04543de0eb91aca79adf331b2c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Fri Jan 17 13:58:06 2020 +0100

    Avoid exception if system isn't present yet

commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Thu Jan 16 10:53:13 2020 +0100

    *Update Test, adding a test on unused source attribute

commit bfd29d8862539cef5b14392e21cbd896436339a5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 20:20:59 2020 +0100

    Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test)

commit d89160df852b64a4b5ecf378c506aa0c9f1c099c
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 16:13:02 2020 +0100

    Filters out orphan output event context

commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 14:30:08 2020 +0100

    *Update changelog

commit cf54e5372e273f86dd5c2e00a6178a543f234fd3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 15 08:40:09 2020 +0100

    Add reference image for HDRP

commit d710998eb133a3dbadbdec580d1ecad3752aca85
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 16:17:28 2020 +0100

    Add reference images for newly added test

commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 14 15:23:18 2020 +0100

    *Add a material to unit test

commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 17:02:27 2020 +0100

    Start implementing a effective test project

commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 16:56:28 2020 +0100

    FIx system name synchronisation (not really ideal)

commit 7782b888266a011f4f986a7bb3161f024730caa7
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 14:24:08 2020 +0100

    Fix UI of output event

commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Wed Jan 8 10:11:56 2020 +0100

    Fix build

commit 50ae031af02d4c41e651f64b40e9d265668b803f
Merge: d838cd2d37 8ab634f533
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Jan 7 13:36:21 2020 +0100

    Merge branch 'vfx/staging' into vfx/feature/output-event

commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 14:58:00 2019 +0100

    Add a wip test scene

commit 459b344b3f97c794d47a8eb6942b1129d18632cd
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Tue Dec 24 11:40:30 2019 +0100

    Fill VFXDataOutputEvent

commit e54905485dd553cadcde307ca00a8d7ce8454c0f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date:   Mon Dec 23 18:21:31 2019 +0100

    Add basic output event type (empty FillDesc implementation for now)

* Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP*

* Update 009_OutputEvent test

* Move 009_OutputEvent to correct folder (TODO, this to rename it before merge)

* Fix sanity test & allow multiple connection from in outputEvent (as initialize)

* Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context

* Fix editor test using eventName instead of tile

* Revert unexpected changes

* *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs

See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485

* Rename VisualEffectOutputEventArgs => VFXOutputEventArgs

* Disable connection from OutputEvent to GPUEvent

* *Fix build

VisualEffect.OutputEventArgs => VFXOutputEventArgs
Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5

* Vfx/feature/enum parameter (#8)

* Restart of enum parameters

* more work

* more work

* Still more work.

* reorderable list looks good.

* Adding and removing values works.

* dragging item works.

* Enum values show in the inspector.

* fixes for rebase

* Enumvalue works on subgraphs.

* notify enum name change.

* Added documentation for blackboard value filtering.

* no value per enum

* only uint can now avec enum values.

* don't nicify enum values.

* Update Blackboard.md

* Update VFXBlackboard.uss

* sanitize parameter already having range

* Clamp enum value works.

* Changing switch testValue to uint.

* value appearing as menu if mode is enum.

* Update CHANGELOG.md

* Mutli editor of different values of enum parameter works.

* cpoy paste enumValues and min/max when copying parameter.

* Copy parameter mode when converting to subgraph.

* fix

* Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt.

* Vfx/docs/new operator docs (#50)

* Added documentation for new operators

* Changed bullet format.

* Fix creation of StringPropertyRM (#51)

* Fix creation of StringPropertyRM

* Update CHANGELOG.md

* Fix input of event emitting block beeing to small because of output

* Multi-mesh output, LODs and compute culling (#14)

* Implement multi mesh

* Add LOD + lit mesh output support

* Small fix + optim

* Fix crash with multi mesh + sorting

* Fix shader compilation with single mesh and compute culling

* implement multi sorting

* Add globalSort parameter

* Fix camera absolute mode

* Fix URP shader compilation

* Add frustum culling to LOD

* Add frustum culling setting

* filter out implicit settings and add tooltips

* Add radius scale + tooltips

* Add a graphics test

* Update change log + lod and multi mesh as experimental features

* Forgot a file

* Small changes based on QA review

* Simulate headers on enum values in SlotContainerEditor (#49)

* Simulate headers on enum values in SlotContainerEditor

* Update CHANGELOG.md

Co-authored-by: Julien Fryer <julienf@unity3d.com>

* Update VFX

* Fix for blackboard scrollable element hidden by resize.

* Disable LOD test for XR

* Fix test threshold that was reset to 0...

* Ignoer graphviz folder

* Target Gameobject windows resize doesn't go too far above scrollbars

* Missing or incorrect unit in uss.

* fix for reference image "VFX/Execution" not updated to new path ( warning when adding output)

* Change description in package.json to reflect VFX is not out of preview with URP and mobile

* Simplify linear drag (#67)

* Simplify linear drag

* Fix warning

* Enable m_CachingShaderPreprocessor (#65)

* *Enable m_CachingShaderPreprocessor

* Try enabling vulkan

* Unify m_APIs in URP & HDRP

* Fix for node window staying when clicking elsewhere (#68)

* Fix for node window stayting when clicking elsewhere

* Update CHANGELOG.md

* Prevent resourcehistory from beeing set to null by serialization (#66)

* 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 position of block creation window (#72)

* Fix Missing System Seed Builtin (#70)

* Add missing system seed variant

* Add test to cover all builtin expression are available through operator (avoid regression)

* *Update changelog.md

* Fix inconsistant case

* Fix indentation

* Fix Prefab Highlight for initial event name toggle & override (#71)

* Fix prefab blue highlight

* *Update changelog.md

* Add test for Mesh Stripping (#59)

* *Add test data

* Enable StripUnusedMeshComponents: 1

* Enable mesh stripping in HDRP project

* *Add reference images

* Call recreateCopy after recusion test not before. (#52)

* Call recreateCopy after recusion test not before.

* Update CHANGELOG.md

* Uniquify create visual effect gameobject name. Standard behaviour. (#75)

* Uniquify create visual effect gameobject name. Standard behaviour.

* Update CHANGELOG.md

* Use the AssetDatabase.FindAsset to find VFXResources asset (#48)

* Use the AssetDatabase.FindAsset to find VFXResources asset

* Update CHANGELOG.md

* Search VFXResource only if necessary.

* LoadUserResourcesIfNeeded

* Fix changelog merge

* Added feature: User can specify a directory that holds their VFX template assets (#34)

Added feature: User can specify a directory that holds their VFX template assets

Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu.

## How to use
The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems
![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d)

Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option.
![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df)

This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders.
![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f)

Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed:
![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2)

* Vfx/fix/1246989 normals and scale (#81)

* Fix normal for lit mesh and non uniform scales

* Use inverse transpose in planar primitives

* Fix planar primitive with non uniform scale in local

* Add gfx test

* Add comment

* Update changelog

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76)

* Fix Texture2DArray and Cubemap exposition from sg in output mesh context

* Add case to changelog

* Temporarily deactivate non uniform scale test (Some files were lost :()

* [Test] Enable test to cover properly reset override behavior (#80)

* Renable test to cover issue 1206890

* Fix newly introduced test : Exepcted value is original after reset override & handle correctly color

* int and uint support in Compare (#53)

* Add int and uint to Compare node and condition expression

* minor fixes

* Change SerializeType so that tests are correct against System.Type and null

* Fix switch

* Update changelog

* 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 (#78)

* Fix square complexity on parameter to serialized property matching

* Update CHANGELOG.md

* Fix vfx view not beeing framed at launch (#79)

* Fix vfx view not beeing framed at launch

* safer implementation

* Update CHANGELOG.md

* Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84)

* Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null

* Update CHANGELOG.md

* SampleSDF operator (#88)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Fix Shadow compilation using shaderGraph (URP/HDRP) (#77)

* *Prepare a proper way to test different shadow cases

* prepare a shadow graph unlit (modifying alpha)

* Add reference data for shadow test

* Minimal data for reproduce issue 1259511

* Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define

* *Update ShadowMaterial

* *Update ShaderGraphShadow.vfx

* *Move shader to common testing asset

* Add equivalent test for URP

* Add graphicTest for URP

* *Update reference images

* Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting

* Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence

* Fix incorrect block listing

* *Update changelog.md

* Fix pass selection for lit effect

* Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution

* Voluntary add disabled branch on shadow unlit to cover alphaTreshold case

* *Minor comment

* Fix return alpha clipping (missing actual alpha test enabled)

* *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging)

* VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.'

# Conflicts:
#	com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template

* Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset

* *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f)

* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288

It was a bad merge

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

* 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)

* Change the way rand expression equality is handled

* Refactor a bit

* Add editor test

* World to Viewport Point & Viewport to World Point operators + Test (#98)

* World to Viewport Point & Viewport to World Point operators + Test

First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator.
Includes a test scene for these 2 operators.

* Update CHANGELOG.md

Update Changelog

* Added documentation md files.

Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>

* Make null ( not deserializable ) objects part of undo state (#86)

* Fix compile loop in vfxoperator (#61)

* Update to visual studio package 2.0.2 (#74)

* Fix SDF Operators and blocks from PR #88 (#94)

* Operator creation, does NOT sample an SDF

* First implementation of the sampleSDF operator, might not be optimised

* Delete VFXExpressionSampleSDF.cs

* Updated Test Graph

* Better handling of out of bounds queries for normals and distances

* Delete HDRenderPipelineEditorResources.asset

* Delete XRPackageSettings.asset

* Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input

* Update 27_SampleSDF.vfx

* Update 27_SampleSDF.vfx

* restored the deleted asset

* Enforces and apply the 4 parents max rule

* Removes the return statements in branch

* Revert "restored the deleted asset"

This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb.

* Revert "Revert "restored the deleted asset""

This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20.

* Fix compilation error and warnings

* Fix Pascal case

* Fix Pascal. Really.

* Revert "Revert "Revert "restored the deleted asset"""

This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1.

* Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling)

* Delete packages-lock.json

* Revert "Delete packages-lock.json"

This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735.

* Revert "Revert "Delete packages-lock.json""

This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4.

* Restore this mistakenly modified file

* Update 27_SampleSDF.vfx

* Get rid of useless transpose

* Added Graphic Test

* Added reference images

* Fix incorrect out-of-bounds check  + auto recompile

* Added reference images

* Clarify the name of the output

* Remove the use of inverse transpose for the "normals"

* Restore the Inverse Transpose and modify Collision code

* Restore Conform and Collide previous behavior + direction points to the surface

* add documentation

* Consistent distance and normal handling + ref images

* Cleaning + World space stick distance and radius + references

* Max scale through expression evaluated on GPU (if needed)

* Max3 on CPU

* Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91)

* Simpler update to use now available ByteAddressBuffer

* Temp Workaround a GPU hang

We should isolate properly this code.

* Proper fix of OOB FetchBuffer

* *Update changelog.md

* Update assets

* Update URP tests assets

* More update to assets

* Remove old gfx tests images ref

* Fix changelog

* Fix Construct Matrix on GPU (#102)

* Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU

* *Update changelog.md

* Output Event Helpers (#58)

* Base Commit

* Moved Files down one folder

* Updated Package Configuration, CHANGELOG and documentation

* Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour

* Small fixes and checks

* Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check

* Small Fixes

* Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly

* Other custom Editors + Helpbox

* Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in  Prefab Spawn

* Removed Rerouting Helpers as CopyValuesFrom is broken at the moment.

* Fixed ASMDEFs / class accessibility

* Updated Documentation

* Fixed Class Accessibility for ExposedPropertyDrawer

* Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer)

Co-authored-by: Thomas ICHÉ <peeweek@gmail.com>

* Add support for Gradient sampling with and without gradient mode #100

* Fix changelog

* Fix case 1279294 : Invalid Random per component behavior in spawn context (#107)

* Revert "Output Event Helpers" (#110)

* Revert "Output Event Helpers (#58)"

This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78.

* Revert "Fix changelog"

This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137.

* Fix changelog (missing revert)

* Fix changelog : Unexpected carriage return

* 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…
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 pushed a commit that referenced this pull request Mar 18, 2022
* Fixed DGI axis bit packing.
* Store neighbor validity in axis and limit propagation from an invalid probe instead of limiting propagation towards an invalid probe.
* Set default Baked Emission Multiplier, Sky Multiplier and Leak Multiplier to 1.0.
mohammad22 pushed a commit that referenced this pull request Mar 31, 2022
* Fixed DGI axis bit packing.
* Store neighbor validity in axis and limit propagation from an invalid probe instead of limiting propagation towards an invalid probe.
* Set default Baked Emission Multiplier, Sky Multiplier and Leak Multiplier to 1.0.
mohammad22 pushed a commit that referenced this pull request Oct 19, 2022
* Fixed DGI axis bit packing.
* Store neighbor validity in axis and limit propagation from an invalid probe instead of limiting propagation towards an invalid probe.
* Set default Baked Emission Multiplier, Sky Multiplier and Leak Multiplier to 1.0.

rename leak multiplier to leak mitigation for consistency
mohammad22 pushed a commit that referenced this pull request Oct 21, 2022
Probe Volume:

Uncomment Probe Volume related menu items

Baked Lighting Workflow: Maintain lists of all Probe Volume instances and publicly expose to allow game-specific bake code to turn on and off relevant lighting data for context-specific bakes.

Probe Volume:

Probe Volume Improvements

Probe Volumes: Force the lightmapper to free old additionalbakedata jobs in a few cases, such as when probe volumes are disabled, or when probe volumes are hidden. Previously, it looks like the lightmapper could hang onto this data until you quit. (#19)

Probe Volumes: Lots of bugfixes and improvements to bilateral filtering modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091

Probe Volumes: Lots of bugfixes around baking. Reflection Probes and Density Volumes: now respect scene visibility toggles in regards to their contribution to the scene. TODO: Remove debug logging that was added! Backing up WIP work.

SceneObjectIDMap: Fix bug where index from gameobject dictionary would get out of sync from entries after an insertion occurred to fill a hole. This resulted in a nasty bug where reflection probes would occasionally generate the same filename as eachother, would overwrite eachothers textures, and would point to the same texture after the bake completed.

Probe Volume: Comment out log spam. Planning to clean it out completely in a follow up commit

Probe Volume: Remove log spam from ProbeVolumeManager

Added HDRP_STRIP_LEGACY_AMBIENT_PROBE_BAKING define for enabling legacy ambient probe bake feature stripping - requires custom build with backport of https://ono.unity3d.com/unity/unity/pull-request/123092/_/lighting/SRP-opt-out-skymanager

Make HDBakedReflectionSystem public for baking API

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volume: Wrap editor-only variable dataNeedsDilation in UNITY_EDITOR define blocks to avoid warnings.

Probe Volumes: Track whether or not bake inputs has been set, and only attempt to get bake data if the inputs was set. Otherwise the lightmapper will error out.

Probe Volume: Add View Bias support - exposed on the ProbeVolume component next to Normal Bias (#25)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

 Probe Volume:

 Probe Volume binary serialization and minor fixes

* Prefer binary serialization of Probe Volume assets.

* Added "Reserialize All" action to context menus of ProbeVolumeAsset to be able to convert all assets in a project to binary format.

Probe Volume: Add support for sampling probe volumes from volumetrics. Probe Volume inner loop cleanup happened in the process. Added support for disabling bilateral filtering via a define, which is used in volumetrics and vfx sampling of probe volumes now.

Fix bug where density volume voxelization would erroneously sample and voxelize density volumes that no longer existed due to assumption that density volumes were last in the light list (they are not anymore: probe volumes come after).

Probe Volumes: Reflection Probe Normalization by Probe Volumes added. In order to enable, NormalizeReflectionProbeWithProbeVolume needs to be enabled in the Frame Settings for the Camera, and scenes need to be rebaked. Options exist on the ProbeVolumeController volume override. (#27)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Reflection Probe Normalization: Add #if UNITY_EDITOR guards around Subscribe/UnsubscribeSHBaking

Probe Volume: Fix vector truncation warnings in sample SH Luminance functions

Probe Volume: Fix one more vector trunction warning

Enable Probe Volumes with L2 Encoding mode

Probe Volumes: Lots of bugfixes and improvements to bilateral filtering modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091

Probe Volume Normalization Baking Bugfix: Sanitize out sentinel values from reflection probe request positions array - large values caused the lightmapper to barf killing all direct lighting contribution. Also added tracking for whether or not the data was set, as the lightmapper is not robust to multiple set calls

Probe Volume: Make ProbeVolumeinternals visible to Unity.Entities.Hybrid.HybridComponents so that they can be converted for hybrid rendering

Probe volumes rotation + reflection probe normalization fixes and improvements. Also lots of cleanup to avoid debug-only + lightmapper work when in playmode. Cleaned out old deadcode + comments. Cleaned some GC cases (#1)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

ReflectionProbeLuminanceSHPreview: Fix path to shader after merge conflict resolution mistake

Probe Volume: Fix bug where bakingEnabled flag was not correctly being set to false when ForceOff was triggered in the editor (not in playmode). Also add additional logging around case where lightmapper does not have data for a specific ID (so we can track down the source faster in the future)

Probe Volume: Set methods for Probe Volumes exposed that allows us to use them to do deep copies of Scenes

Probe Volume Reflection Probe Normalization: Use dominant specular direction for normalization instead of R. For low roughness materials, this has little to no effect (because it uses the R vector still). For high roughness materials, this bends towards normalizing against the surface normal instead of R. So this feature improves quality of high roughness specular

Fix warning log that had some formatting error

DOTS Probe Volume (#2)

Changed the runtime registration and access of Probe Volumes to be able to feed additional data for rendering from a DOTS system.

Avoid boxing when using ProbeVolumeAtlasKey in a dictionary. (#4)

Probe Volume Reflection Probe Normalization: Fix error: Output Particle Lit Quad': undeclared identifier 'ComputeReflectionProbeNormalizationDirection'

Fix double dark ao and ao in lightloop (#12)

Fix double dark AO + material AO availability in light loop for probe volumes. Probe Volumes: Pack AO and isUninitializedGI flag into .x channel of light layers GBuffer RT to fix double dark AO and to allow emissive surfaces to receive probe volume lighting. Also perform small restructuring to a probe volume bilateral filter function to remove a shader warning

Dynamic GI:

Probe Volume Dynamic GI V1 (#7)

Large feature addition to Probe Volumes to support Dynamic GI at runtime & in editor via compute jobs. Huge coordination across game team, Spotlight & HDRP team to refine the algorithm and feature set.

Key Features
- New toggle on a light "Affects Dynamic GI"
- New toggle on a probe Volume "Support Dynamic GI"
- New debug draw mode on a probe volume "Draw Neighbors" to visualize the neighbor the dynamic GI light will bounce around in
- All light types are supported

Missing features
- During albedo baking step, mask volumes are not being sampled correctly
- Off screen lights are missing their shadows when being sampled by the Hit pass of the Dynamic GI compute shader
- Directional light GI seems off, maybe its the offscreen shadow issues
- Sky lighting is not supported at the moment in the dynamic GI
- Currently does not encode emissive in the neighborhood bake data, only albedo, surface distance & normal
- Currently does require a re-bake when geometry changes, the only thing it relies on getting from the lightmapper is the probe validity value

Commit notes:
* Added dynamic GI options onto HDLight and ProbeVolume inspectors
* work in progress dynamic gi
* lots more refactoring on the data model and packing for hits vs misses
* Cleanup dynamic GI code into separate file
* Working axis baking code with visualization
* small fixes
* validity scale fix
* neighbor draw quad scale control
* small fix
* scale fix
* First pass at albedo extraction code for DynamicGI
* bake bug fix
* Albedo baking via Shader Graph works now, and more tweaks to neighbor debug draw
* bug fix
* Dynamic GI neighbor cleanup to use real probe volume data for positioning
* bug fix for non uniform density volumes
* cleanup
* Cleanup and setup of Propagation Buffers
* more work in progress dynamic GI, have a test read modify write of SH data working
* cleanup dynamic GI values when its disabled
* more cleanup
* bug fix
* New improved Albedo sampling code from Francesco
* cache debug shader not material, works better for some reason
* Lots of shader code and setup for real-time GI propagation. Still a work in progress but most code written on GPU side
* All the compute data hooked up first pass
* Kinda of working
* Slightly better, still not there
* Fixes plus re-write of SH data in dynamic GI
* First kinda working version of new RTGI, needs lots of tuning and improvements
* Move VolumeComponent to seperate file so it is preserved when assets are saved
* More improvements, anti alias punctual lights and add a secondary bounce to hits
* Tweaks, added FCC's SH logic for testing / comps
* Cleanup and addition of 3D texture for Irradiance sampling to smooth out history
* Cleanup & and added back bounce boost control for hit pass
* Tuning defaults
* more filddleing with defaults
* temp code for testing
* Intended L1
* Adding Affect Dynamic GI to light explorer UI
Fixing hit lighting logic to work with multiple lights
* Adding de-ringing to SH
Exposing class outside of HDRP for play mode testing
* Move probe volume update code around so worked better with needing state set before dispatches
* Integration of SG logic for Irradiance Cache, way cleaner and better results. Removed old Irradiance cache logic using L1 SH
* More cleanup and refinements of SG algorithm
* Bias punctual lights near surfaces to fix strobing
* Cleanup
* name cleanup
* Support volume rotation in neighbor debug view mode
* Fixed contribution normalization. Changed the direction for infinite bounces evaluation from reflection to surface normal.
* changing default sharpness to 3.5 to reduce dark banding a tad
* Hacked prototype of an alternative propagation algorithm.
* Smoothed radiance gathering from hits.
* Cleanup and temp NaN propagation workaround.
* Changed History Contribution min limit to 0 to be able to test propagation without it.
* Removed old algorithm, cleaned up data format and volume parameters to make new directional version the default one
* Fixed Probe Volume dynamic GI data access after merging with the DOTS Probe Volume feature.

Signed-off-by: Andrew Saraev <andrew.saraev@unity3d.com>

* Fixed up popping issues with Dynamic GI and other probe volumes in view, plus made it so the light list is global, not camera view culled so all lights stay active in the list for GI to propagate more accurately and shadows to update even for lights behind the camera.

Merged with latest

* Build compile fixes
* Player build fixes, real-time GI now works in player builds
* HDRP settings and toggles for probe volume dynamic GI
* missed files for previous checkin
* small optimizations
* turn on optimizations in key dynamic gi shaders for perf
* Custom dynamic GI light list that also includes off screen lights
* Explicitly set dataUpdated when data is uploaded to the atlas instead of setting it in GetPayload() of the volume. To simplify communication with the DOTS version.

* use shadows for dynamic GI lights. This still has a bug where off screen lights get their shadow indexes reset to -1
* Better disposing of propagation buffers
Cleaned up global compute buffers for SH L012 and validity buffers, and reusing those per probe volume for propagation to reduce memory usage

* possible mem leak fix & piping light bounce intensity through to dynamic GI
* Some PR feedback and distance checks to probe hit & propagation phases

* Added basic distance checks to entire probe volume to dispatch dynamic GI jobs or not
* directional lights are weird, maybe the shadows, we should avoid them
* PR feedback
* Refactored ProbeVolumeBuffers cleanup to keep GameObject and DOTS logic similar.
* Attempt to reduce white space conflicts
* Profiler marker for Dynamic GI
Slight optimization in light loop
* Optimized C# by not doing SetData calls on Buffers unnecessarily

Co-authored-by: Andrew Saraev <andrew.saraev@unity3d.com>

Bug fixes from Dynamic GI.
Cleanup buffers after bakes, and only dispatch dynamic GI for scene or game cameras

Dynamic GI Spherical Harmonic from Spherical Gaussian Modes (#9)

* Implemented SH from SG Modes which can be toggled between in the Probe Dynamic GI volume settings. SamplePeakAndProject is the same mode we are used to: Spherical gaussians will simply be evaluated at their peak and projected to convert to spherical harmonics. SHFromSGFit: A spherical gaussian to spherical harmonic function fit is used, which is physically plausible. SHFromSGFitWithCosineWindow: A spherical gaussian with an additional cosine window to spherical harmonic function fit is used, which is physically plausible. Less directional blur than SHFromSGFit.

* Cleanup pass on SG to SH supporting math. Created Zonal Harmonic data type with supporting functions to add type saftey to the transforms as we have done with the other spherical harmonic functions. Created specialized zonal harmonic rotation functions which significantly reduces the work required for rotation. It's possible the compiler was handling this already by stripping out work on zero coefficients, and by automatically using floats instead of float3s when all channels are the same - but better to not put too much pressure on the compiler. This should also make it easier in the future to create specialized rotation functions for cardinal rotations (which will introduce additional zeros).

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Dynamic GI: Fix a bunch of shader warnings in DynamicGI shaders.

Bug fix so that lights can act as dynamic GI only lights

Probe Volumes:

Created a proper Probe Volume probe rendering shader. All probes in a selected probe volume are rendered in a single DrawProcedural call, 2 triangle per probe (screen space quads). Allows me to get rid of a lot of nasty mesh setup logic that was previously happening. The new Draw Probes debug shader currently has two additional options: Draw Validity, and Highlight Ringing (#14)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Use GlobalObjectId.targetObjectId (#16)

* Probe Volumes: Use GlobalObjectId.targetObjectId to uniquely identify Probe Volumes, and Probe Volume Asset ownership, rather than GetInstanceID() - which was not guarenteed to be persistent. This PR cleans up the related logic, allowing us to guarentee non-colliding bake ids, avoids hanging on to asset references during duplication of probe volumes, and, in the case where you have intentionally referenced a probe volume asset on a probe volume that does not own it, avoids baking that asset, which would previously stomp source data.

* Probe Volumes: GlobalUniqueID: Use a custom stack-only + packed representation of the full GlobalObjectId, rather than only using GlobalObjectID.targetObjectId to avoid collisions when different scene probe volumes happen to have the same targetObjectId. This also allows full backwards asset lookup in the future if necessary, which should help debugging + build tools.

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Make all bake requests go through the AdditionalGIBakeRequestsManager. Track the generationIndex in the least significant 8 bits of the lightmapperBakeID, and talk to the lightmapper with this composite ID. This ensures that anytime we call SetAdditionalBakeProbes we generate a completely unique bake request from the perspective of the lightmapper, ensuring that we will always bake this data (because the lightmapper will hash these IDs to determine if it has any work to do). Previously, if we set an ID with new data, or if we cleared an ID then set it with new data, the lightmapper wouldnt track these data changes, and so it would skip baking these actually new bake requests. (#17)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Fix Debug Colors display mode - shader line got erroneously commented out in a PR a few months back (#18)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Fix exposure in Probe Volume debug modes (ensure no exposure is applied (#19)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Maintain user specified absolute world space positive and negative fade while resizing bounds handle. This makes Probe Volumes resize behavior match behavior of Density Volumes and Reflection Probes. (#20)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Fix PROBE_VOLUMES_SAMPLING_MODE defines in GetReflectionPRobeNormalizationFactor (#23)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volume: Add RenderGraph support for Probe Volumes.

Originally this was implemented in this PR: Partner/crazyhunter 10.6.0 custom.1 rendergraph 1a835fd
However, the PR contained some fairly large code divergences from mainline - so it was split out into multiple new commits during this upgrade, and divergence was minimized.

Mask Volumes:

Mask Volumes. An ability to place volumes with 3D textures into the world, paint custom color into them and sample this data in any Shader Graph. To be used as a global volumetric splat map. (#16)

(cherry picked from commit f68dc61b5c92ccea7f249e7f58aab1583799ddcb)

Mask Volumes tools update (#22)

* Fixed the issue when the scene view camera moves on selecting the painting tool.

* Use normalized values for color and opacity settings. Fixed the effect of opacity and hardness.

* Added the brush color inversion while Ctrl is pressed, for quick erasing.

* Replaced the Recreate Asset button with Resample Asset. The data is not lost after resizing or changing voxel density now.

* Fixed a Mask Volume resampling error when old resolution has 1 on any axis.

* Mask Volume: Use resolution from MaskVolumeAsset instead of MaskVolumeArtistParameters for rendering. Resolution in parameters is just for creating new assets or resampling to a new resolution.

* Mask Volume: Use normal bias in painting.

* Mask Volume: Use input pressure as opacity.

* Mask Volume: Added inner radius and normal bias brush gizmos.

Mask Volume: Hotfix: Avoid attempting to upload degenerate data to the atlas by extending IsDataAssigned() check to include a Length > 0 test

Fixed the case when a Mask Volume asset is saved to a file empty. The "Resample Asset" button can process an empty asset and fill it with valid data now. (#23)

Mask Volumes binary serialization and minor fixes

* Fixed the case when the painted Mask Volume asset is not saved.
Updated the default brush settings based on the user feedback.

* Prefer binary serialization of Mask Volume assets.

* Added "Reserialize All" action to context menus of MaskVolumeAsset to be able to convert all assets in a project to binary format.

Mask Volume: Fixed minor bug where emptyUAV would silently fail to bind to _MaskVolumeAtlas - using emptyVolumeUAV instead

Mask Volume:

Mask Volume: Make Mask Volume internals visible to Unity.Entities.Hybrid.HybridComponents

Mask Volumes: Set methods for Mask Volume exposed that allows us to use them to do deep copies of Scenes

DOTS Mask Volume (#6)

Refactored the access to Mask Volume instanced to be able to feed a DOTS version to the system.

Probe Volumes:

Probe Volumes: Delete meta file for empty folder accidentially created a while back. Cleans up a warning when the project is first imported (#34)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

 Probe Volumes: Cleanup the state when HDRP has Probe Volumes disabled in the HDRenderPipelineAsset or FrameSettings. Previously we would hit some null reference errors because the disabled paths were not well tested. These fixes should improve the process of setting up Probe Volumes / Mask Volumes in a new project

Probe Volumes: Upadte ProbeVolumeAtlasKey to additionally unique on volume position if the volume is simulating dynamic GI. If dynamic GI is enabled, two probe volumes that point to the same asset, streamed in at different locations need unique space in the atlas (because their dynamic GI component is different). If dynamic GI is disabled, two probe volumes that point to the same asset, streamed in at different locations should share space in the atlas, since their baked data is identical.

Probe Volume:

VolumeGlobalUniqueID and atlas allocation stats

Probe Volumes:

Probe Volumes: Remove Ambient Sky fallback which was used when accumulated probe volume weight was < 1. In our project we never want to fall back to the ambient sky, we want to fallback to black. (#40)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volumes: Fix bug where tiles would receive no probe volume lighting if they contained no direct light sources, and if compute based deferred was enabled. (#41)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Probe Volume: Fix Probe Volume Visibility API

Probe Volume: Fixed compilation error when Probe Volumes are not encoded with SHL2.

Mask Volume:

Mask Volume Feature Parity: Mask Volumes use Global Unique ID system … (#32)

* Mask Volume Feature Parity: Mask Volumes use Global Unique ID system just like Probe Volumes, follow the same eviction scheme as probe volumes, have the same debug rendering options as probe volumes (where relevant) and have dead code paths cleaned out. Global Distance Fade Start / End exposed on the Volume System Probe Volume Controller and new Mask Volume Controller to limit atlas subscription when zoomed way out in large scenes. Volumes are now evicted from the atlas when they are culled in the prepare probe volume / mask volume lists stage.

* Add atlas allocation stats for Mask Volumes

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Mask Volumes: Cleanup the state when HDRP has Mask Volumes disabled in the HDRenderPipelineAsset or FrameSettings. Previously we would hit some null reference errors because the disabled paths were not well tested. These fixes should improve the process of setting up Probe Volumes / Mask Volumes in a new project

Dynamic GI:

Probe Volumes: Dynamic GI: Fix null reference when Draw Neighbors is true, but no probeVolumeAsset has been baked yet. (#30)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Fix for dynamic GI to disable gracefully at runtime

Ported MaskVolumes and Dynamic GI to RenderGraph (#27)

* Ported MaskVolumes to RenderGraph

* Made MaskVolume light lists work with RenderGraph

* Made ProbeVolumes DynamicGI work with RenderGraph

* Remove accidentially introduced extra space (to avoid merge conflicts in the future)

Dynamic GI:

Partner/crazyhunter 10.7.0 custom.1.pvdgi cross volumes (#38)

* Scaffolding for testing how sampling neighbor probe volumes around edges of dynamic GI volumes can help with propagating GI from neighbors. Needs to be filled in

* typo

* work in progress

* Probe Volumes: Fix up case where ProbeVolume.hlsl is included and LIGHTLOOP_DISABLE_TILE_AND_CLUSTER is defined. Add support for dynamic GI border axes sampling all other probe volumes in order to propagate dynamic GI across volume boundaries.

* Fix fade calculation

* Fix warning about sign / unsign mismatch.

* cache and respect the HDRP asset Dynamic GI toggle at runtime for perf testing

* Probe Volumes: Dynamic GI: Add Neighboring Volume Propagation Mode to Probe Dynamic GI Volume Override for selecting which algorithm is used to inject dynamic GI from neighboring probe volumes at boundaries. Options include Disabled, Sample Neighbors Direction Only (reccomended), and Sample Neighbors Position and Direction

* Probe Volumes: Dynamic GI: If Dynamic GI is on, and Neighboring Volume Propagation is on, force probe volumes to upload to structured buffers and the atlas if they are within the rangeInFrontOfCamera or rangeBehindCamera distance.

* Probe Volume GI: neighboringVolumePropagationMode - change default to SampleNeighborsPositionAndDirection

Co-authored-by: Szymon Swistun <szymon@bonfirestudios.com>
Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Define GetDiffuseOrDefaultColor() for the Unlit BSDF to fix compilati… (#39)

* Define GetDiffuseOrDefaultColor() for the Unlit BSDF to fix compilation errors in Unlit shaders in the DynamicGIDataSample pass.

* Define DynamicGIDataSample pass for AxF and Unlit shaders. Remove now unnecessary #if UNLIT define in ShaderPassDynamicGIDataSample.

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Blow out fix for new cross volume GI propagation, plus big fix in directional only version to much closer match to pos + directino one

Dynamic GI:

Optimizations to Dynamic GI, with minimal, but some, quality loss
Rename volume setting parameter, and set default to directional only, it looks fine, and a better default
Pre-computed & sorted relevant neighbor axis per axis and precomputed sgWeights.
Found the best tradeoff for highest weighted axis / relevancy wise based on sgWeight and used 9 to help with perf.

prior merge fix

10 axis loops to catch all relevant axis

Shader variant for when inf bounce scale is set to 0 to remove the work entirely

Bump Shadergraph ScriptedImporter version to attempt to cleanly regenerate all shadergraphs after fixing bugs in dynamic GI extraction pass hlsl includes. (#42)

Co-authored-by: pastasfuture <nickb@bonfirestudios.com>

Mask Volume albedo baking (#37)

* Fixed dynamic GI albedo sampling inputs. Set up all Mask Volume data globally (camera-independent) before albedo baking.

Signed-off-by: Andrew Saraev <andrew.saraev@unity3d.com>

* Fixed Mask Volume rendering after merging.

* Fixed rendering after the merge.

* Fix Mask Volume preparation for baking with Render Graph enabled.

* Dynamic GI baking optimization. Mask Volume rendering clean-up.

Mask Volume:

Mask Volume visibility fixes (#84)

* Don't render Mask Volume hidden in scene.

* Fixed Mask Volume flickering when two volume instances are trying to render the same asset.

Mask Volumes: Remove an unnecessary editor only GC.Alloc

Dynamic GI:

Max Sim Per Frame Control per Probe Volumes Dynamic GI (#44)

* Control over max # of probe volume dynamic GI simulation's per frame

* fixed issues with static value construction

* More direct control of perf controls to dynamic GI

Less GC allocations and better cleanup

Cleanup and removed the need entirely clearing radiance cache on first frame of probe volume dynamic GI sim. compute shaders just handle that first frame case via variant instead. Removes hitches this way

Sometimes we got NaN's, so added an extra safe clear on radiance data but via compute dispatch when needed

slight bug fix to previous commit

Quality variants for propagation axis amounts

Dynamic GI:

Added basic probe volume dynamic GI stats

more dynamic GI stats

Optimize GI data layout (#45)

* Optimized the layout of the dynamic GI data.
* Added migration of existing baked data to new layout. Context menu item "Reserialize (All)" on Probe Volume Asset now also runs the migration. Had to move the migration code from Probe Volume to Probe Volume Asset for this.
Limitation: Context menu migration is skipped for assets of version < 3, since updating to v.3 requires rotation from an object in a scene.
* Apply inverse-square law to propagation axis weights to get a more correct distribution for diagonal axes.

Dynamic GI:

Dynamic GI baked emission (#51)

* Bake emission into dynamic GI neighbors and use it in the propagation.

* Use 2x2 pixel blocks per baking request to control texture lods with uv and position gradients within these blocks.

* Added the logic to control the material sampling lod for neighbor baking.

* Added support of any Probe Volume rotation while baking dynamic GI neighbors and combining dynamic and baked SH.

* Respect the Baked Emission material toggle when baking the dynamic GI neighbors.

* Added a volume component setting to scale baked emission for dynamic GI.

* Provide ddx and ddy for position and UV of a hit when baking neighbor materials.

* Set the camera position shader property to zero before baking neighbors to support position-based effects in materials.

* Clean-up.

Work in progress for dgi optimization - setup new compute buffer

Work in progress.

Populate new neighbor axis lookups buffer and switch to reading from it.

Remove old neighbour axis lookup array.

Order members in NeighborAxisLookup by type size.

adding safety cleanup to help trigger the sorted axis set after cleanup call

Dynamic GI: Bind white texture for HVSSS in dynamic GI light loop

New reflection normalization (#62)

* Use roughest cubemap sample instead of baked SH to calculate Probe Volume reflection normalization.

* Removed luminance SH baking for Reflection Probes.

Dynamic GI:

Dynamic GI sky lighting (#53)

* Sample sky lighting on the edges of Probe Volumes for dynamic GI propagation.

* Added Sky Contribution setting to Probe Dynamic GI volume component.

* Renamed "Sky Contribution" to "Sky Multiplier" to fit better with "Baked Emission Multiplier".

* Removed the Direct Contribution setting and normalization that led to all bounces being effectively multiplied by 0.5 with default settings.

* Rotate axes in ProbePropagationCombine in the way consistent with other stages.

* Added Max Albedo setting for dynamic GI to prevent infinite bounces from blowing up the lighting.

* Apply validity to emission. Cleanup.

* Changed default Max Albedo to 0.9.

* Divide dynamic GI direct lighting by Pi to fix the look.

* Experimental changes to skylight and direct hit injection before looking deeper into our SG-to-SH conversion.

* Replaced weight normalization in hit and miss passes with prenormalized amplitudes. Experimental.

* Added the inv-pi normalization to infinite bounces.

* Finish fixing up normalization of hits, misses, and sky. Additionally, add amplitude adjustment for edge and diagonal SGs

* Fixed StackLit shader graphs compilation by adding missing ComputeReflectionProbeNormalizationDirection function, expected by the LightLoop.

* WIP Dynamic GI bases: Windowed Spherical Gaussian and Ambient Dice

* Turn back on sky contribution

* More iteration

* Latest

* Cleanup dynamic gi propagation bases defines into their own header that exposes an api so that callers do not have to know the specifics of the basis. Expose all bases as options on the Probe Dynamic GI volume override

* Miss integral

* Fix hit and miss lobe creation to the more subtle, but correct implementation that got lost during the cleanup.

* Formalize the logic for injecting light from neighboring probe volumes / sky into a basis axis. Convolve the incoming irradiance with the zonal harmonic representation of the neighbor basis lobe in order to analytically evaluate the incoming irradiance over the entire lobe, rather than just the point sample. I compared this against a brute force monte carlo sampling of the SH over the neighbor axis lobe and the results are almost completely indestringuishable. The accuracy is based on how accurate the ZH fit of the neighbor axis lobe is.

* remove some dead code

* delete more dead code

* Add back a line of code I accidentally deleted in the cleanup

* Split up the basis options into a basis dropdown and a basis propagation override dropdown. Removed the not useful no diagonal basis options. Added ambient dice wrapped options to the propagation override modes

* Remove old option for SH from SG Mode: We now always use the correct SH From SG via zonal harmonic fit conversion. Changed the default propagation override to Basis Ambient Dice Wrapped Super Soft. Fixed a subtle bug with skylight propagation - use the current axis lobe direction for sampling the sky, not the neighbor direction. This makes it consistent with how hits are propagated (and cleans up a little code in the process)

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

Dynamic GI:

Dynamic GI: Fixed Dynamic GI and the neighborhood debug draw when there are 0 hits in a volume (no geometry was hit).

Renormalize axes of Dynamic GI bases to support different quality (#61)

* Added frame settings for Dynamic GI quality to be able to preview it in edit mode.
* Precalculate and normalize axis weights on CPU.

New DGI validity baking and ProbeVolume interface (#66)

* Added a button to Probe Volume to bake dynamic GI without the lightmapper. Then, validity is computed with the same rays that used for hits, so it only "sees" backfaces that are one voxel away or closer.
* Simplified IProbeVolumeList by grouping all runtime data the pipeline may need to write to into ProbeVolumePipelineData and ProbeVolumePropagationPipelineData structs.
* Replaced single dataUpdated on ProbeVolume with dataVersion on ProbeVolumeAsset to detect changes of baked data for already loaded volumes and keep baked lighting buffers, dynamic lighting buffers, atlas slot and content — all up to date regardless of the order they are used.

Fix crash in il2cpp build (#67)

Co-authored-by: Paulm-Unity <paulm@unity3d.com>

Fix another crash in il2cpp build

DGI Fix Leak Mitigation (#68)

* Fixed DGI axis bit packing.
* Store neighbor validity in axis and limit propagation from an invalid probe instead of limiting propagation towards an invalid probe.
* Set default Baked Emission Multiplier, Sky Multiplier and Leak Multiplier to 1.0.

rename leak multiplier to leak mitigation for consistency

DGI Mixed Lights (#76)

* Mark mixed lights when Probe Volume is baked to filter them out of the dynamic GI light list.

* Added mixed lights data to DGI neighborhood and rendering. Using manual baking steps for now.

* Update and save mixed lights baked status when lights are processed by the pipeline in the baking mode.

* Added frame settings to pick a combination of realtime and mixed lights to use for dynamic GI.

* Force shadow rendering regardless of distances when preparing for mixed lights baking.

* Restored dynamic GI basic support for all mixed light modes after the light list merge. Now need to restore forced shadowmap rendering while mixed baking is prepared.

* Restored after merge: force shadowmap rendering while mixed baking is prepared by dynamic GI.

* Make dynamic GI mixed lighting preview show correct expected result for the current indirect scale setting.

Probe Volume, Mask Volume, Dynamic GI

Dynamic GI:

DGI per volume mixed lights (#79)

* Added a per-volume property defining if mixed lights were baked for this volume. Add all lights to the light list and skip mixed lights in shaders when required.
* Revert to the previous way of uncapping shadow distance when baking dynamic GI mixed lights.

Fix two misc DynamicGI shader warnings. (#89)

Expose key hooks and controls for automated dynamic GI baking

Exposing seperate prepareForBaking option for probe volumes for more control over baking

one more fix for better dynamic GI bakes

Probe Volume: Fix ProbeVolume buffers not being reset after disable (#95)

Fixed ProbeVolume BuffersDataVersion not being reset on disable.

Dynamic GI:

Dynamic GI: clear EngineDataIndex and simulationFrameTick. Unified clearing methods.

DGI fallback radiance baking for low end settings (#92)

* Added the way to copy prepared radiance into baked data of a Probe Volume and use it at runtime as a fallback for when DGI is disabled.
* Changed the way of updating and tracking data version for Probe Volume assets to not reupload it on every asset reimport and validation (needed to maintain propagated radiance while baking reflections and saving assets).

Toggle for Dynamic GI for low quality baked mode testing in editor

DGI smaller encoding (#96)

* Experiment with storing DGI hit emission and probe radiance with half-float precision.

* Trying RGBM32 encoding for DGI propogation.

* Moved DGI radiance encoding functions to separate from emission to quickly iterate with it without touching the baked emission data.

* Use LogLUV encoding for DGI hit and probe radiance.

* Added YCoCg encoding for DGI radiance for testing.

* Faster and more precise LogLuv radiance encoding with lower range.

* Added a radiance encoding setting to Probe Dynamic GI volume component to switch between RGB Float and LogLuv.

* Fixed hit radiance decoding for different encodings when baking mixed lighting.

* Moved the radiance encoding setting from the volume component to frame settings.

* Dynamic GI: Added HalfLUV, and R11G11B10 encoding modes

Co-authored-by: pastasfuture <pastasfuture@gmail.com>

Support DGI mixed lights baking for HalfLuv and R11G11B10 radiance encodings. (#98)

DGI initial state from baked (#99)

* A prototype of DGI radiance initialization from baked SH.

* Disable ZHWindow in ProbePropagationInitialize for now as it gives too smooth and dark radiance to axes.

* Minor fixes in propagation and a cleanup.

* Partner/crazyhunter 10.7.0 custom.1 dgi initial state from baked sh to from basis improvement (#107)

Improve ambient dice basis coefficients, improve basis normalization, and improve methods for projection from and to SH, choosing the right method for the context.

Dynamic GI: Ambient Dice to ZH: Switched over to using a raw ZH fit instead of deringed zh fit. It results in significantly lower error when compared to a ground truth monte carlo projection, which means slightly punchier + higher contrast + less washed out GI. And the ringing concern seems to not be an issue due to the way light is propagated. Across a number of test scenes no ringing is present.

Co-authored-by: Nicholas Brancaccio <pastasfuture@gmail.com>

Probe Volume:

Probe Volumes: Fix case when ShaderConfig enables them, but they have not yet been enabled in the frame settings. Previously this case would spill errors about unassigned compute parameters like _ProbeVolumeAtlasSH - this comes up when creating standalone HDRP template projects for repro demos

Probe Volume sampling quality (#102)

* Added a frame setting for Probe Volume lighting sampling quality between SHL0, SHL1 and SHL2.

* Probe Volume sampling quality cleanup.

* WIP switch Probe Volume spherical harmonics level with global keywords. L0 and L1 are not supported by Dynamic GI yet.

* Implemented missing SH L0 and L1 modes for Dynamic GI.

* Removed Probe Volume SHL0 option to save shader variants. Fixed Volumetric Lighting.

* Fixed VFX shaders after introducing different Probe Volume encodings.

* Support baking SHL2 fallback radiance from within the SHL1 mode. Cleanup.

Check if probeVolumeAtlas is null before trying to release a slot from it. The atlas could be not created yet as we are doing it later in a rendering now to match the selected SH encoding for a given frame. (#108)

Probe Volumes: Remove an unnecessary editor only GC.Alloc

Reflection Probe Normalization: Fix bad rebase merge of reflection probe normalization code

Fix recursive mutation bug in ZH Fit version of ProbePropagationInitialize projection.

Dynamic GI Propagation: Sample Neighbors: Use ZH-Fit to convert from SH to our 26-axis basis - it produces results that are a bit closer to our monte carlo naive projection ground truth

Dynamic GI: Fix Infinite Bounce calculation after we changed our basis coefficients. We were missing scaling each lobe contribution by that lobes normalized integral. Also delete some dead code that was hanging around in the dynamic GI area for too long, and fix some code erroneously included inside of an ifdef (#109)

Dynamic GI probe dirty flag (#111)

* Store a dirty flag for each light probe in a volume, update only the ones that had reasons to change since the last update.
* Added a setting to Frame Setting to be able to disable dirty flags.
* Added debug visualisation of dirty probes of all active volumes.

DGI propagation fixes (#112)

* Fixed fallback radiance baking when dirty flags are enabled.
* Fixed noticeable intensity loss for lower propagation quality due to axis weights renormalization error.
* Separate radiance comparison for LogLUV encoding that avoids many false positives in dirty flags.
* Fixed propagation data not being cleared when Frame Settings are changed via the settings window causing the pipeline to be destroyed.

critical exception fix that was firing on domain reloads & enter play mode transitions

Dynamic GI: Copy over some warning fixes to dynamic GI that were lost in the rebase shuffle
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