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[VFX] Revert "Color field keeps updating when using eye dropper and Esc key is pressed" #5122

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PaulDemeulenaere
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@PaulDemeulenaere PaulDemeulenaere commented Jul 13, 2021

Reverts #4950

The required code isn't available on 2021.2 yet.

I'm suggesting to postpone the C# until we have the C++ API in 22.1 and 21.2. Otherwise, it will force us to branch off.

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@github-actions github-actions bot added the vfx label Jul 13, 2021
@PaulDemeulenaere PaulDemeulenaere marked this pull request as ready for review July 13, 2021 07:11
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The first job using 21.2 runs fine ready to be merged.

@PaulDemeulenaere PaulDemeulenaere merged commit 845b739 into master Jul 13, 2021
@PaulDemeulenaere PaulDemeulenaere deleted the revert-4950-vfx/fix/1291991-colorpicker-keeps-updating branch July 13, 2021 07:47
fredericv-unity3d added a commit that referenced this pull request Jul 13, 2021
* Fix case 1346650 where OnGUI draws were overwritten (#5107)

* Fix case 1346650 where OnGUI draws were overwritten

* update changelog

* change conditional check

* Revert "Color field keeps updating when using eye dropper and Esc key is pressed (#4950)" (#5122)

This reverts commit 587dc15.

* [VFX] Fix Sanitize behavior (#4971)

* Add regression test on basic sanitize

See https://unity.slack.com/archives/G1BTWN88Z/p1623825854027500

* Move SanitizeForImport

See this conversation : https://unity.slack.com/archives/C47JPNNTZ/p1624277477261600?thread_ts=1623913383.239100&cid=C47JPNNTZ
However, some concerns :
- No idea about side effects of this solution
- It will lead to a double compilation of sanitized files (if there is a sanitize needed, we will have a new reimport)
- OnPostprocessAllAssets can't be filtered efficiently on the VisualEffectAsset

* *Minor : Missing InvariantCultureIgnoreCase flag in EndsWith

* *Update changelog.md

* *Fix HDRP warning

Hoping it will prevent this issue :
```
Unhandled log message: '[Exception] UnityException: DestroyImmediate is not allowed to be called from a ScriptableObject constructor (or instance field initializer), call it in OnEnable instead. Called from ScriptableObject 'HDWizard'.
See "Script Serialization" page in the Unity Manual for further details.'. Use UnityEngine.TestTools.LogAssert.Expect
```
See https://yamato-artifactviewer.prd.cds.internal.unity3d.com/9f8a60fd-d1f9-48b5-9513-e4e535cf5d7c%2Flogs%2FTestProjects%2FVisualEffectGraph_HDRP%2Ftest-results/TestReportV1.html

* Revert "*Fix HDRP warning"

This reverts commit 99ab5fb.

* More conservative way of workaround Preprocess issue

Use a static cache of already santized object
This solution remains a pretty dirty trick :-/
*Before*
- Preprocess : Compile (possibly with side effect modifying the graph)
- PostProcess : Sanitize, if there is a modification, it should relaunch the import & recompile

*After*
- Preprocess : Compile only if the sanitize has been done
- PosProcess : Sanitize, if it's the first sanitize, relaunch the reimport

Locally, it fixes unexpecting missing import of point cache asset (see 09_AttributeMaps).

* Remove DestroyImmediate 

This instance singleton can be called from HDWizard constructor making this call illegal.
See https://unity.slack.com/archives/GHD5LADU7/p1625040944440100?thread_ts=1624547150.387900&cid=GHD5LADU7 (cc @RSlysz)
Testing yamato ⏳

* Revert "Remove DestroyImmediate "

This reverts commit 508d713.

* Add HDRPUserSettings

It prevents Wizard Popup to be shown while runnning editor test
See : https://unity.slack.com/archives/GHD5LADU7/p1625056568458400?thread_ts=1624547150.387900&cid=GHD5LADU7

* Revert "Add HDRPUserSettings"

This reverts commit ff51dcf.

* Force m_WizardPopupAtStart to false

Prevent exception while launching test

* Improvement of this workaround after discussion with @julienf

- Use m_GraphSanitized instead of an HashSet
- ClearRuntimeData when not sanitized (prevent any unexpected call to OnSetupMaterial)

* Minor : Editor Test cleanup

There was an unexpercted custom implementation of MakeTemporaryGraph
Use common code : VFXTestCommon.MakeTemporaryGraph()

* Gather all ImportAsset after all Sanitize from the same batch

Fix this issue : #4971 (comment)
See : See : https://unity.slack.com/archives/C47JPNNTZ/p1625218128286700?thread_ts=1623913383.239100&cid=C47JPNNTZ

* Minor changes : Change log & Safe execption handling

- Use a more explanotory message for the changelog
- Handle exception safely to avoid the import cancellation
- Fix issue : #4971 (comment)
- Fix issue : #4971 (comment)

* Fix sanitize issue during the very first loading

GetOrCreateGraph is also assigning the visualEffectResource to the current graph https://github.com/Unity-Technologies/Graphics/blob/d6a59150d20762251cc5fcb8515fee494a142ccc/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs#L231
It's needed to correctly update child dependencies
This behavior is counterintuitive

* *Minor* Replace `return` by `continue`

I noticed this issue working on this PR : #5104

Co-authored-by: Kenny Tan <82013253+kennytann@users.noreply.github.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
sebastienlagarde added a commit that referenced this pull request Jul 19, 2021
….OnValidate (#5112)

* [HDRP] Fix AxF debug output in certain configurations (#4641)

* Fix AxF debug output in certain configurations.

* Update comment

* Fix SSR accumulation white flash (#4648)

* Fix white flash

* changelog

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

* Display Info Box when MSAA + ray tracing is onr (#4627)

* Show info box when ray tracing is enabled.

* Changelog

* Move below MSAA

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

* Fix distortion when resizing the window in player builds with the Graphics Compositor enabled (#4593)

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

* Add support for the camera bridge in the graphics compositor (#4599)

* Fix Jittered Project Matrix Infinite Far Clip Plane  (#4638)

* Reconstruct jittered projection matrix far plane (for Infinite )

* Changelog

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

* Fixed a memory leak related to not disposing of the RTAS at the end HDRP's lifecycle. (#4688)

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

* Fix custom pass utils Blur + Copy overdraw. (#4623)

* Fix overdraw in custom pass utils blur function

* Updated changelog

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

* Fix draw procedural invalid pass idx 1 on first template load (#4632)

* Fix

* changelog

* Force sync compilation for TAA

Co-authored-by: CifaCia <f.cifariellociardi@gmail.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Changed light reset to preserve type (#4624)

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

* Revert "Add support for the camera bridge in the graphics compositor (#4599)"

This reverts commit 2325e3f.

* AxF carpaint: Fix a compilation issue on Vulkan until the cpp HLSLcc side is updated. (case 1335737, related to 1314040) (#4691)

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

* Revert "Revert "Add support for the camera bridge in the graphics compositor (#4599)""

This reverts commit 30fffd5.

* revert: Fix distortion when resizing the window in player builds with the Graphi

* Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904). (#4626)

* Fixed the ray traced sub subsurface scattering debug mode not displaying only the RTSSS Data (case 1332904).

* Add test scene

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com>

* Fix for discrepancies in saturation and intensity between screen space refraction and probe refraction (#4653)

* Delete the second transmittance mul

* Changelog

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

* Fix a Divide-by-Zero Warning for some Anisotropic Models (Fabric, Lit) (#4636)

* Initialize the shading normal to a non-zero value for anisotropy

* Changelog

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

* [HDRP] Fix VfX lit particle AOV output color space (#4646)

* Fix VfX lit particle aov output color space

* Update comment

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

* [HDRP][Path Tracing] Fixed transparent unlit (#4605)

* Fixed issue with transparent unlit.

* Updated changelog.

* Reverted accidental change to default mtl.

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

* Fix distortion with MSAA (#4711)

* Fix contact shadow debug views (#4720)

* Fix

* changelog

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

* Update Decal-Projector.md (#4695)

* [HDRP] Fixed nullref when deleting the texture asset assigned in a local volumetric fog volume (#4728)

* Fixed nullref when deleting the 3D mask of a density volume (case 1339330)

* Updated changelog

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

* Fix decal layer enum (#4753)

* Fix typo

* Fixed reflection probes being injected into the ray tracing light cluster even if not baked (case 1329083). (#4640)

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

* Ignore hybrid duplicated reflection probes during light baking (#4663)

* Ignore hybrid duplicated reflection probes during light baking

* test path instead of scene

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

* Fix double sided option moving when toggling it in the material UI (#4725)

* Fix double sided option moving when toggling it in the material UI (case 1328877)

* Updated changelog

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

* Fix formatting

* Fix volumetric fog in planar reflections (#4736)

* Fix planar reflection

* changelog

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

* Fix motion blur compute dispatch size (#4737)

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

* - Updated the recursive rendering documentation (case 1338639). (#4759)

* - Updated the recursive rendering documentation (case 1338639).

* review fixes

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

* Fix issue with OnDemand directional shadow map being corrupted when reflection probe are updated same frame (#4812)

* Don't mark as rendered for reflection probes as we want the cached version to be from main view

* Do the thing just for directional

* Doc update

* changelog

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

* Fix cropping issue with the compositor camera bridge (#4802)

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

* Fix for unused resources in depth of field (#4796)

* Removing the word Radii from exposure settings (#4854)

* Rename in UX

* Update docs

* [HDRP][Path Tracing] Support for shadow mattes (#4745)

* Shadow matte support.

* Updated changelog.

* Only take occluders into account, closer match to raster mode.

* Added test scene.

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

* Revert "[HDRP][Path Tracing] Support for shadow mattes (#4745)"

This reverts commit 85ebbc2.

* Fixed the transparent cutoff not working properly in semi-transparent  and color shadows (case 1340234). (#4756)

* Fixed the transparent cutoff not working properly in semi-transparent and color shadows (case 1340234).

* Update test ref image

Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>

* Use non jittered projection in outline pass (#4836)

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

* [HDRP][Path Tracing] Sky settings now properly taken into account when using recorder (#4856)

* Make sure sky settings are correctly set when recording.

* Updated changelog.

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

* Fix Resolution Issues for Physically Based Depth of Field (#4848)

* Add the necesarry texture coordinate clamping for RTHandle for color pyramid sampling

* Add some resolution independence, fitted for 1920x1080

* Changelog

* Switch back to point sampling from trilinear, with commentary

* Update test reference images

* Small correction to the point sampling, always sample mip 0.

* Re-update the test images, for mip 0 color sampling

* Use a simpler UV scaling/clamping since we are now point sampling.

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

* Fixed bug introduced by sky-for-recorder support. (#4906)

* [Fogbugz 1341576] Memory leaks when the player is paused, and the user changes pipeline… (#4845)

* Memory leaks when the player is paused, and the user changes pipeline settings

* changelog

* [HDRP] Fixed shadergraph double save (#4916)

* Don't need to save twice shadergraph the first time we create a graph

* Updated changelog

* Write 0 instead of micro sized motion vectors + fix extremely fast velocities (#4820)

* Kill micromovements.

* Do same for camera

* Debug view update

* Changelog

* Remove unnecessary comment

* Fix excessive velocity end up marked as no velocity

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

* [HDRP] Fix material upgrader (#4821)

* Fix HDRP material upgrade failing when there is a texture inside the builtin resources assigned in the material

* Updated changelog

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

* [HDRP] Fix custom pass volume not executed in scene view (#4860)

* Fix custom pass volume not executed in scene view because of the volume culling mask

* Updated changelog

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

* Fix reflection probe tootltip (#4890)

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

* Updated the Physically Based Sky documentation for baked lights (#4891)

* Updated the Physically Based Sky documentation for baked lights

* Rewrite

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

* Fixed remapping of depth pyramid debug (#4893)

* Fixed remapping of depth pyramid debug

* Removed debug pragma

* Update changelog

* Updated tooltip

* Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled. (#4895)

* Fix AO perceived wobble

* changelog

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

* Fix Asymmetric Projection Matrices and Fog / Pathtracing (#4926)

* Check for asymmetric projections and choose the generic path if so.

* Fix asymmetric projections for the pathtracer ray generation.

* Changelog

* Simplify the matrix multiplication for computing the generic matrix.

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

* Revert: Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection…

* Fix GBuffer depth debug mode (#5054)

* Fixed Volume Gizmo size when rescaling parent GameObject (#4915)

* Fix Vertex Color Mode documentation (#4976)

* Fix wobble-like (or tearing-like) SSAO issues when temporal reprojection is enabled.  (#4986)

* Fix AO perceived wobble

* changelog

* Update screenshots

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

* Fix formatting in NestedOverrideCameraRendering

* [HDRP] Fix white flash with SSR when resetting camera history (#5089)

* Fix white flash with SSR when resetting camera history

* Move branch login inside GetPreviousExposureTexture

* Fix for fixed exposure

* [Fobguz # 1348357] VFX Particle templates missing stencil flags (#5080)

* Adding missing macro for stencil flags in particle forward shaders. This will let flags like TAA Reject be useful

* Changelog

* Moved the range validation logic into HDAdditionalLightData.OnValidate (Case 1345264)

* Update CHANGELOG.md

* Merge master (#5127)

* Fix case 1346650 where OnGUI draws were overwritten (#5107)

* Fix case 1346650 where OnGUI draws were overwritten

* update changelog

* change conditional check

* Revert "Color field keeps updating when using eye dropper and Esc key is pressed (#4950)" (#5122)

This reverts commit 587dc15.

* [VFX] Fix Sanitize behavior (#4971)

* Add regression test on basic sanitize

See https://unity.slack.com/archives/G1BTWN88Z/p1623825854027500

* Move SanitizeForImport

See this conversation : https://unity.slack.com/archives/C47JPNNTZ/p1624277477261600?thread_ts=1623913383.239100&cid=C47JPNNTZ
However, some concerns :
- No idea about side effects of this solution
- It will lead to a double compilation of sanitized files (if there is a sanitize needed, we will have a new reimport)
- OnPostprocessAllAssets can't be filtered efficiently on the VisualEffectAsset

* *Minor : Missing InvariantCultureIgnoreCase flag in EndsWith

* *Update changelog.md

* *Fix HDRP warning

Hoping it will prevent this issue :
```
Unhandled log message: '[Exception] UnityException: DestroyImmediate is not allowed to be called from a ScriptableObject constructor (or instance field initializer), call it in OnEnable instead. Called from ScriptableObject 'HDWizard'.
See "Script Serialization" page in the Unity Manual for further details.'. Use UnityEngine.TestTools.LogAssert.Expect
```
See https://yamato-artifactviewer.prd.cds.internal.unity3d.com/9f8a60fd-d1f9-48b5-9513-e4e535cf5d7c%2Flogs%2FTestProjects%2FVisualEffectGraph_HDRP%2Ftest-results/TestReportV1.html

* Revert "*Fix HDRP warning"

This reverts commit 99ab5fb.

* More conservative way of workaround Preprocess issue

Use a static cache of already santized object
This solution remains a pretty dirty trick :-/
*Before*
- Preprocess : Compile (possibly with side effect modifying the graph)
- PostProcess : Sanitize, if there is a modification, it should relaunch the import & recompile

*After*
- Preprocess : Compile only if the sanitize has been done
- PosProcess : Sanitize, if it's the first sanitize, relaunch the reimport

Locally, it fixes unexpecting missing import of point cache asset (see 09_AttributeMaps).

* Remove DestroyImmediate 

This instance singleton can be called from HDWizard constructor making this call illegal.
See https://unity.slack.com/archives/GHD5LADU7/p1625040944440100?thread_ts=1624547150.387900&cid=GHD5LADU7 (cc @RSlysz)
Testing yamato ⏳

* Revert "Remove DestroyImmediate "

This reverts commit 508d713.

* Add HDRPUserSettings

It prevents Wizard Popup to be shown while runnning editor test
See : https://unity.slack.com/archives/GHD5LADU7/p1625056568458400?thread_ts=1624547150.387900&cid=GHD5LADU7

* Revert "Add HDRPUserSettings"

This reverts commit ff51dcf.

* Force m_WizardPopupAtStart to false

Prevent exception while launching test

* Improvement of this workaround after discussion with @julienf

- Use m_GraphSanitized instead of an HashSet
- ClearRuntimeData when not sanitized (prevent any unexpected call to OnSetupMaterial)

* Minor : Editor Test cleanup

There was an unexpercted custom implementation of MakeTemporaryGraph
Use common code : VFXTestCommon.MakeTemporaryGraph()

* Gather all ImportAsset after all Sanitize from the same batch

Fix this issue : #4971 (comment)
See : See : https://unity.slack.com/archives/C47JPNNTZ/p1625218128286700?thread_ts=1623913383.239100&cid=C47JPNNTZ

* Minor changes : Change log & Safe execption handling

- Use a more explanotory message for the changelog
- Handle exception safely to avoid the import cancellation
- Fix issue : #4971 (comment)
- Fix issue : #4971 (comment)

* Fix sanitize issue during the very first loading

GetOrCreateGraph is also assigning the visualEffectResource to the current graph https://github.com/Unity-Technologies/Graphics/blob/d6a59150d20762251cc5fcb8515fee494a142ccc/com.unity.visualeffectgraph/Editor/Models/VFXGraph.cs#L231
It's needed to correctly update child dependencies
This behavior is counterintuitive

* *Minor* Replace `return` by `continue`

I noticed this issue working on this PR : #5104

Co-authored-by: Kenny Tan <82013253+kennytann@users.noreply.github.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>

Co-authored-by: Pavlos Mavridis <pavlos.mavridis@unity3d.com>
Co-authored-by: FrancescoC-unity <43168857+FrancescoC-unity@users.noreply.github.com>
Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
Co-authored-by: John Parsaie <johnpa@unity3d.com>
Co-authored-by: anisunity <42026998+anisunity@users.noreply.github.com>
Co-authored-by: Antoine Lelievre <antoinel@unity3d.com>
Co-authored-by: CifaCia <f.cifariellociardi@gmail.com>
Co-authored-by: Adrien de Tocqueville <adrien.tocqueville@unity3d.com>
Co-authored-by: slunity <37302815+slunity@users.noreply.github.com>
Co-authored-by: Remi Chapelain <remi.chapelain@unity3d.com>
Co-authored-by: Emmanuel Turquin <emmanuel@turquin.org>
Co-authored-by: Adrian1066 <44636759+Adrian1066@users.noreply.github.com>
Co-authored-by: Kleber Garcia <kleber.garcia@unity3d.com>
Co-authored-by: Julien Ignace <julien@unity3d.com>
Co-authored-by: Kenny Tan <82013253+kennytann@users.noreply.github.com>
Co-authored-by: Paul Demeulenaere <pauld@unity3d.com>
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