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Fix RenderQueue generation for HDRP code #691

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Please read

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Purpose of this PR

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


Testing status

Manual Tests: What did you do?

  • Opened test project + Run graphic tests locally
  • Built a player
  • Checked new UI names with UX convention
  • Tested UI multi-edition + Undo/Redo + Prefab overrides + Alignment in Preset
  • C# and shader warnings (supress shader cache to see them)
  • Checked new resources path for the reloader (in developer mode, you have a button at end of resources that check the paths)
  • Other:

Automated Tests: What did you setup? (Add a screenshot or the reference image of the test please)

Yamato: (Select your branch):
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics

Any test projects to go with this to help reviewers?


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Notes for the reviewers you have assigned.

@sebastienlagarde sebastienlagarde requested a review from alelievr June 1, 2020 22:13
@github-actions github-actions bot added the HDRP label Jun 1, 2020
@sebastienlagarde sebastienlagarde requested a review from a team as a code owner June 3, 2020 12:14
@sebastienlagarde sebastienlagarde requested review from martint-unity and removed request for a team and martint-unity June 3, 2020 12:14
@sebastienlagarde sebastienlagarde merged commit cbf8377 into sg/master-stack Jun 3, 2020
@sebastienlagarde sebastienlagarde deleted the HDRP/sg-master-stack-renderingpass branch June 3, 2020 13:02
sebastienlagarde added a commit that referenced this pull request Jun 3, 2020
* Fix renderqueu generation

* fix renderingPass correctly

* clean m_AddPrecomputedVelocity usuage
sebastienlagarde added a commit that referenced this pull request Jun 10, 2020
* Merging into master:   squash merge sg/master-stack into 9.x.x/release

Effectively taking the diff between
   sg/master-stack commit: b6b5b1f
   9.x.x/release commit:  808d18e
and applying it to master

# Conflicts:
#	com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteForwardPass.hlsl
#	com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteLitPass.hlsl
#	com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteUnlitPass.hlsl
#	com.unity.shadergraph/Editor/Drawing/Views/MaterialNodeView.cs
#	com.unity.shadergraph/Editor/Drawing/Views/PortInputView.cs

* Add  protection in migration when rendering pass was set to background (#703)

* Add  protection in migration when rendering pass was set to background

* Fix rendering pass migration for unlit

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

* Fix RenderQueue generation for HDRP code (#691)

* Fix renderqueu generation

* fix renderingPass correctly

* clean m_AddPrecomputedVelocity usuage

* update edge type converstion test to stacks

* change context to take in a tuple of (blockdescriptor descriptor,bool isDefaultValue)

* Adding mesh deformation nodes to the BuiltIn node type list

* Added VT TextureStack.hlsl include to RT passes, and fixed a shader warning spam

* connected slots are not default value

* Fix for DOTS hybrid skinning in HDRP

* Add settings for Virtual Texture Node back to Graph Inspector, fix a layout issue.

* HDRP sub targets refactor (#773)

* Moved sub-target upgrade code to migration files and refactored the HD blocks

# Conflicts:
#	TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/9701_UnlitRT.mat

* Made property row labels flexible

* Fixed indent level of propertyRow

* Added more control to indent level and clear foldout

* Refactored inspector GUI for HD lit and hair master node

* Fixed compilation

* Moved fabric subtarget GUI to new system

* Converted Eye and stacklit settings to new GUI system

* Finished decal and unlit inspector settings

* Add missing unlit distortion only + remove unlitPass template + fix duplicated alpha to mask option

* Testing new pass override system

* Revert assets

* Started to factorize passes for Unlit & fix distortion only in the inspector UI

* Shared all non DXR passes between shaders

* Fixed unlit depth prepass

* Fix lot of issues with shared render passes

* Moved SSS property to target specific and converted all ray tracing passes

* Fix missing normal space

* Shared more code between passes

* Added file dependency and remove unused template path

* Added target block context changes

* Removed all the commented code

* Fix anisotropy indent level

* Fixed yamato compilation issue

* Fixed stacklit and raytracing prepass shader issues

* Invert pass order

* Fixed shadow matte

* Enable virtual texturing in forward only

* Wrong emplacement for virtual texture feedback

* Fixed unwanted require field list modification

* Update 801_SubSurfaceScatteringDeferred.png

* Fix vulkan and metal

* Revert "Fix vulkan and metal"

This reverts commit 367ad17.

* Update HDShaderPasses.cs

* Update materials

* Update materials part 2 HDRP-test

* Update material for DXR projects

* update VFX project material

Co-authored-by: Chris Tchou <ctchou@unity3d.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: Alex Lindman <alexandral@unity3d.com>
Co-authored-by: Elizabeth LeGros <elizabeth.legros@unity3d.com>
Co-authored-by: Marc Templin <marcte@unity3d.com>
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