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Universal Staging Branch #6266
Universal Staging Branch #6266
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#5509) * Moving WS view direction from vertex to fragment to lower varying size * Removed new viewDirectionWS varying references
* switching _CameraDepthTexture to R32Float and accommodating some stuff for that * some changes to the Foundation Project for Repro project (to be reverted later on) * Revert "some changes to the Foundation Project for Repro project (to be reverted later on)" This reverts commit 80af9be. * disable fbfetch on DbufferDeferred decals * adding IsTransientAttachment to ScriptableRenderPass/NativeRenderPass code * Fixed decals to work with native render pass [case 1353141] * Adding changelog entry * Leftover * making depthOnly pass compatible to render color texture and changing shaders to accommodate that * Fixing decal+native renderpass+decal+deferred scenario * fix after updating trunk * merge fix - change descriptor for DepthOnly configureTarget to the correct one * enabling depthbuffer for depth copy and adding additional override for ConfigureTarget * formatting fixes * terrain shader passes depthonly pass fix to output clippos * adding depth copy for renderpass as well and changing how fake depth is handled * some cleanup and refactoring and enabling Renderpass for SS forward decals * Fixing decals rendering to be correct with render scale. [1353885] * Cleanup * Cleanup * Cleanup * adding _OUTPUT_DEPTH keyword to CopyDepthPass to select correct output buffer in shader * adding depth output for VFXGraph depth only passes * changing the semantic for outDepthColor in VFXPasses.template * Changing to correct normal sampling for decal shadergraph * Changing image to correct texture type * fixing DBuffer Decals CopyDepth pass not copying the depth and failing rendering * adding fb fetch to Gbuffer decals and some other depth related fixes for decals * fixing shader compilation error and renaming define for fb fetch idx * Adding normal alpha multiplication with albedo alpha multiplication * fix for RTIs non render pass platforms * another DeferredLights null check * null exception fix * adding some editor-specific code to avoid a bug with editor setting incorrect depth buffer while on game view * Updating terrain 230 test templates from extra * Updating test 230 images * Updating 230 vulkan images Co-authored-by: Jonas Sideravicius <jonass@unity3d.com> Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* Fixed issue where global lights with shadows enabled would break batching * Added layer batching test * Updated test camera (to remove transparency) and added test images * Updated changelog
… same way as the swapchain backend implementation (#6180) * made the Vulkan MSAA support fallback behaviour behave in the same way as the swapchain's backend code * added comments to the Vulkan MSAA fallback code * Added changelog entry Co-authored-by: Felipe Lira <felipedrl@gmail.com>
#6219) * Fix regression where discard wasn't getting properly called in a 2D shader. - Calling AlphaDiscard here is wrong because it requires _ALPHATEST_ON keyword to be enabled to work, and this keyword isn't used in 2D shaders. * Changelog Co-authored-by: Felipe Lira <felipedrl@gmail.com>
This is necasary for custom functions and some other nodes
Co-authored-by: Felipe Lira <felipedrl@gmail.com>
…etting (#6192) * Make LensFlare dimensions respect RenderScale setting (also passing CameraData instead of Camera) * using descriptor for lensflare descriptions instead of multiplying by renderscale * Update CHANGELOG.md Co-authored-by: Felipe Lira <felipedrl@gmail.com>
* Remove conditional on shadow offset constants. * Add change log. Co-authored-by: Felipe Lira <felipedrl@gmail.com>
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. URP Shader Graph 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. |
It appears that you made a non-draft PR! |
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No issues were found regards the staging branch itself. Tested locally using 2 projects: URP template scene and Winter project.
PRs that needs some improvements:
#6167 << no description at all
#6223 << needs tiny improvements: no FB case linked in the description, “Ran tests locally.” - needs clarification.
Other than that, it's a green light
Universal_Stereo on Win__Standalone_mono_Linear on version trunk failing on master 🔴 URP_PostPro on Android_Vulkan_Standalone_il2cpp_Linear on version trunk failing on master 🔴 URP_PostPro on Android_OpenGLES3_Standalone_il2cpp_Linear on version trunk - 🟡 appears to be introduced by this PR. Bisecting URP_Terrain on OSX_Metal_playmode_mono_Linear on version trunk - timeout issue that fails to output UnityLog. Cannot check if there's an issue introduced in this PR 🟡 URP_Performance_LostCrypt on OSX_Metal_performance_build_editmode_mono - crash, also seen in master, checking for instability. URP_Performance_LostCrypt on OSX_Metal_performance_build_editmode_mono - 🔴 also seen in master URP_Lighting on OSX_Metal_playmode_mono_Linear on version trunk - timeout issue that fails to output UnityLog. Cannot check if there's an issue introduced in this PR 🟡 Split Projects are all instability issues... |
Purpose of this PR