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[VFX] HDRP Decal Output #4601
[VFX] HDRP Decal Output #4601
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…cals # Conflicts: # com.unity.visualeffectgraph/Shaders/RenderPipeline/Legacy/VFXCommon.hlsl
Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP VFX Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
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Seems like the new GFX tests wasnt added to the test list for automation.
- Doc is missing
Apart from that it looks good. Nice work!
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//EndTODO |
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This can be removed
@@ -0,0 +1,201 @@ | |||
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//TODO : Check for unnecessary includes / and for necessary ones |
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Is that still relevant?
// Decal layer of the decal | ||
DecodeFromDecalPrepass(i.pos.xy, material); | ||
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if ((decalLayerMask & material.decalLayerMask) == 0) |
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Yes idea is at some point to rely completely on SG for render pipe specific code and simplify/factorize our templates a lot. But we're not there yet
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Added documentation. @ludovic-theobald Please double-check the Types are accurate. I also changed the intro based on your suggestion on the google doc.
Adding @julienamsellem to review the part on the MinMaxSlider. |
com.unity.visualeffectgraph/Editor/Types/VFXPropertyAttribute.cs
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com.unity.visualeffectgraph/Editor/GraphView/Views/Properties/Vector2PropertyRM.cs
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All good for me
This reverts commit b8bfebb.
This class has been recently introduced by #4601
This class has been recently introduced by #4601
* Use abstraction to compute screen space uv The URP implementation relies on screen scale & graphics api See https://github.com/Unity-Technologies/Graphics/blob/b468fa4627d191f06200a0f33df3d9cddee2c3f9/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl#L347 * *Add Graphics Test * Experiment : Revert Pass.template from #4601 * Enable GraphicTest & add RenderScale * Revert "Experiment : Revert Pass.template from #4601" This reverts commit b8bfebb. * Fix overlay decal * *Update test Scene * *Remove 104_Decal_And_SoftParticle (Graphic Test can't capture correctly overlay when there is a renderScale) * Remove unexpected "if (_ProjectionParams.x < 0)" & Update ChangeLog In discussion with @ludovic-theobald about this behavior. * Restore actually correct _ProjectionParams.x test There is probably something wrong in SetPerCameraShaderVariables * Revert change in URP * Minor: Apply suggestion from @julienf #5401 (comment) * Unexpected change in changelog * Unexpected modification in CHANGELOG.md * Fix changelog ordering Co-authored-by: julienf-unity <julienf@unity3D.com>
* Use abstraction to compute screen space uv The URP implementation relies on screen scale & graphics api See https://github.com/Unity-Technologies/Graphics/blob/b468fa4627d191f06200a0f33df3d9cddee2c3f9/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl#L347 * *Add Graphics Test * Experiment : Revert Pass.template from #4601 * Enable GraphicTest & add RenderScale * Revert "Experiment : Revert Pass.template from #4601" This reverts commit b8bfebb. * Fix overlay decal * *Update test Scene * *Remove 104_Decal_And_SoftParticle (Graphic Test can't capture correctly overlay when there is a renderScale) * Remove unexpected "if (_ProjectionParams.x < 0)" & Update ChangeLog In discussion with @ludovic-theobald about this behavior. * Restore actually correct _ProjectionParams.x test There is probably something wrong in SetPerCameraShaderVariables * Revert change in URP * Minor: Apply suggestion from @julienf #5401 (comment) * Unexpected change in changelog * Unexpected modification in CHANGELOG.md * Fix changelog ordering Co-authored-by: julienf-unity <julienf@unity3D.com> # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md
* Use abstraction to compute screen space uv The URP implementation relies on screen scale & graphics api See https://github.com/Unity-Technologies/Graphics/blob/b468fa4627d191f06200a0f33df3d9cddee2c3f9/com.unity.render-pipelines.universal/ShaderLibrary/ShaderVariablesFunctions.hlsl#L347 * *Add Graphics Test * Experiment : Revert Pass.template from #4601 * Enable GraphicTest & add RenderScale * Revert "Experiment : Revert Pass.template from #4601" This reverts commit b8bfebb. * Fix overlay decal * *Update test Scene * *Remove 104_Decal_And_SoftParticle (Graphic Test can't capture correctly overlay when there is a renderScale) * Remove unexpected "if (_ProjectionParams.x < 0)" & Update ChangeLog In discussion with @ludovic-theobald about this behavior. * Restore actually correct _ProjectionParams.x test There is probably something wrong in SetPerCameraShaderVariables * Revert change in URP * Minor: Apply suggestion from @julienf #5401 (comment) * Unexpected change in changelog * Unexpected modification in CHANGELOG.md * Fix changelog ordering Co-authored-by: julienf-unity <julienf@unity3D.com> # Conflicts: # com.unity.render-pipelines.universal/CHANGELOG.md
https://jira.unity3d.com/browse/UUM-2115 When one component of a Vector2 node was set to indeterminate value the other component was not set to indeterminate. ![Unity_0MhemJIp02](https://media.github.cds.internal.unity3d.com/user/4003/files/f8c486cc-e33d-445a-bc75-570afb84ad2a) This regression has been introduced by this [PR](#4601)
https://jira.unity3d.com/browse/UUM-6665 Original PR: https://github.cds.internal.unity3d.com/unity/unity/pull/11138 When one component of a Vector2 node was set to indeterminate value the other component was not set to indeterminate. ![Unity_0MhemJIp02](https://media.github.cds.internal.unity3d.com/user/4003/files/f8c486cc-e33d-445a-bc75-570afb84ad2a) This regression has been introduced by this [PR](Unity-Technologies#4601)
[VFX] HDRP Decal Output
Design Doc
Checklist for PR maker
need-backport-*
label. After you backport the PR, the label changes tobackported-*
.CHANGELOG.md
file.Purpose of this PR
We want to be able to output decals that affect not only the base color, but also the other physical properties of the affected material (Normal, Smoothness, Metallic, AO).
The goal is to match as much as possible the features available for the HDRP decals.
This feature will be HDRP-exclusive.
Testing status
Extensive testing by QA can be found here : https://docs.google.com/document/d/1lAurKH3M2Qbwtq3lb-37yQkn4DWsGsAHKkDTlHEaBZE/edit
Comments to reviewers
At this stage, you need to enable Decal Layers in the HDRP asset for the feature to work. (temporary)