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HDRP sub targets refactor #773
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…D blocks # Conflicts: # TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/9701_UnlitRT.mat
…DRP/stack-targets-refactor
# Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/ShaderGraph/TargetData/LightingData.cs
…uplicated alpha to mask option
# Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSettingsView.cs.meta # com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSubrafceOptionPropertyBlock.cs.meta # com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSurfaceOptionPropertyBlock.cs.meta # com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/SurfaceOptionPropertyBlock.cs # com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs
…tor-2 # Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs
# Conflicts: # TestProjects/HDRP_DXR_Tests/Assets/Scenes/5007_PathTracing_Materials_SG_Lit.unity.meta # com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitDistortionPropertyBlock.cs # com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.Migration.cs # com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubTarget.cs
# Conflicts: # com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/LightingSubTarget.cs # com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSubTarget.cs
sebastienlagarde
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Jun 9, 2020
* 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
sebastienlagarde
pushed a commit
that referenced
this pull request
Jun 9, 2020
* 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
sebastienlagarde
added a commit
that referenced
this pull request
Jun 10, 2020
* 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 HDShaderPasses.cs Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
sebastienlagarde
added a commit
that referenced
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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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Purpose of this PR
Reduce the code we need to write to add a new master node and share the pass declaration between shaders.
https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics/tree/HDRP%252Fstack-targets-refactor-2/.yamato%252Fupm-ci-abv.yml%2523all_project_ci_CUSTOM-REVISION/2447908/job