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Add Virtual texturing support for HDRP [Skip CI] #7
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Uses an additional (lowres) renderpass and currently only Unlit_VT is the only shader supported (handcoded). requires latest graphics/virtualtexturing engine branch
… (avoid bleeding)
- Allows putting _BaseMap, _BumpMap, _MetallicGlossMap in VT - Other textures are not in VT - Enabling VT on the specular set-up will not work (gives shader compilation error, but should work with VT disabled)
…lidness of the stacks set on the stack properties.
Kown issues: - VT feedback does not work in subgraphs, VT sampling does.
…and fallback when stack is not valid
- Shader graph support - VT feedback for forward rendering (WIP) - Many fixes and refactoring after running HDRP tests (some still fail, mainly anything langscape related) (note LWRP untested needs testing)
- Add correct status keywords - Feedback veriable name consistent with HDRP/shared code
The interface to the engine will change and we want to avoid having to upgrade later. For now, this means VT will use default settings (as defined by the engine).
rainsing
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May 10, 2020
PaulDemeulenaere
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Jun 15, 2020
* *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249
sebastienlagarde
pushed a commit
that referenced
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Jul 17, 2020
* property attributes not serialized (#253) * Initial tests * Fix typo * Change the VFXPropertyAttribute class * Use VFXPropertyAttributes in VFXProperty * Refactor interface * Remove old VFXPropertyAttribute class * More fixes * Fix bug in DataAnchorController * Fix invalid cast typo * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * Remove AfterPostProcessing render queue for lit outputs * Remove render queue field from distortion outputs * Update changelog * Update HDRP changelog instead of VFX * Fix issue when converting outputs with invalid render queue # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Fixed Flipbook Texture Names * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * Squashed commit of the following: commit 4cd4cb244d720c87580c3386a75209532f2b8629 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:13:24 2020 +0200 Minor change to ease graphViz output view commit a6f9f78ecff57045899508f8a7bb03c9cc731c29 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:11:09 2020 +0200 Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue) Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags) Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior commit 7c11de30553cbc378926e3a1d6775f361921ad7a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:54:57 2020 +0200 *Update 007 SampleMesh to cover more cases commit 0baa1401f6fad276323d6369eb4330ef717c978f Merge: 40749ce2ba a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 31 18:04:49 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 40749ce2ba015f004c6e161d75c4063edefd0f3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:50:40 2020 +0100 *Reupdate Image (HDRP, there was an issue with shaderGraph) commit fa7ecbf9656db5316a60aadd450414b4d790e9ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:46:02 2020 +0100 *Update reference Image & .vfx (always in HDRP project) commit 7abaf9bbf27c587033ad621301778b15748793e4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 15:13:20 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh commit c5a7a3ed477af8732da0095091c080692c9c64b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 14:52:07 2020 +0100 Add graphic test to cover constant folding (TODO : Update all images) commit 27e3c7464d60659905f13f172c79a79a94b7ac56 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 13:37:38 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 commit 128101bc638d98d9628dc90be078450e1f706534 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 12:39:39 2020 +0100 Minor : forgot a punctation commit 8c395cd600dfd8301cf6c83d1354ba457e49e889 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 11:01:30 2020 +0100 *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488 commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:33:39 2020 +0100 Fix documentation image link (bis) commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:24:13 2020 +0100 *Fix path in documentation commit 662d086481c228491536d1463dfe61198048a263 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:06:12 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790 commit 241ca5edf7451345ecce30da9310b19e24ee37d5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 08:21:56 2020 +0100 *Update documentation commit d89f307aca40f88bdda2dc0e9a0324556e296400 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 17:50:44 2020 +0100 *Update documentation commit 9f79d5a48e22881011ccf978217b21ce44ed9a37 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 15:59:56 2020 +0100 first draft of documentation commit f84300e560bfd3698e27da58a4e93236209ac513 Merge: 9c5bd4e887 c04b64c1b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 13:22:28 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f Merge: f8284406c8 ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:13:09 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit f8284406c8a99ceb442c13e20049ca14efd3cd7d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:12:08 2020 +0100 Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944 Split Texture & Buffer commit 39328fb09e1d470727becea05842cd48ceb7c5e2 Author: Tristan Genevet <tristan@unity3d.com> Date: Wed Mar 11 11:42:23 2020 +0100 Fix delegate set that must not be postponed commit 9ddac63551eea34f630ddea0380035728b97bf3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 17:48:44 2020 +0100 Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial) commit e04224320d5404e44c969e49470eec827622916f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:30:46 2020 +0100 Fix after merge commit fb7dbd291fc063640295b35a24caf87ddccef1f9 Merge: 302ae40d59 5bdcd30bd9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:15:42 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 302ae40d59ec0c3dd214405392853de8097373ca Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:48:54 2020 +0100 Fix build & behavior commit 61ce50e6dd9e08987bb7273f678e064edc01d110 Merge: 70c93148d4 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:18:17 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs commit 70c93148d49f776dc68a47c28053258f8a713f54 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Feb 12 09:04:23 2020 +0100 Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressing mode in Position (Mesh) too & Update Tooltips commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 17:18:28 2020 +0100 *Update reference image for HDRP (clear color isn't exactly the same) commit 65883b0f521cd1e1438890084593081400d594a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 16:09:18 2020 +0100 Fix Color Sampling test commit 3e7ab2cddca5556855280709d18395df1229be57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:54:25 2020 +0100 *Update Mesh Sampling vfx commit b46ffc745a55347e4d310e617afd1a40f2c2a804 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:47:06 2020 +0100 Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567 commit 03dff8383f4cc7acb383a630f0745871db2b7303 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:31:48 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555 Remove output count from the SampleMesh for consistency commit 0d6620339efc53b56906226e78b005ab06a0ab53 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:26:24 2020 +0100 *Update test using vertex mesh sampling commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:17:00 2020 +0100 *Use flag in inspector as @julienf suggested commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 11:22:36 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressingMode in Custom Sampling commit 00444271a0c3c1efda6373f16432cad3659d8238 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 10:29:07 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770 commit d4422c88b66f0cf67c561086798b176db69b3d1a Merge: a7052746e1 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:05:59 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit a7052746e10326979c3e4c4d69ddc4004bcad83b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:04:44 2020 +0100 Unexpected change in upm-ci-vfxmain.yml commit 3fa67e367aeda4f85025886d53729111a0d841e6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:57 2019 +0100 Update upm-ci-vfxmain.yml commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d Merge: 442c3cd4e0 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:28 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 08:59:41 2019 +0100 Fix experimental & add mesh vertex count output as suggested by @vlad commit 7e306fe26a8839a9d72f4625a61e91814b4105ce Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:13:04 2019 +0100 Update upm-ci-vfxmain.yml commit 31604a66ff6f0b2031681bf26ac7f59d047d493d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:12:46 2019 +0100 Revert upm-ci-vfxmain.yml commit 9f8cdafdbc98f084453894897b54858a67e75483 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:11:49 2019 +0100 Revert upm-ci-vfx_lwrp.yml commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573 Merge: 858f1a94ed 5b678082c5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:55:52 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 858f1a94edfc88756a43b41d4652624939a6ab57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:49:20 2019 +0100 Restrict constant folding on mesh operation commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:04:40 2019 +0100 *Update ChangeLog.md commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 14:21:01 2019 +0100 Clean useless code commit 8e2e438886de3db5b8ba6c2613102a38947461aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 13:45:51 2019 +0100 Use name expression to compute vertex index commit 8349f56e96668f3656113850048e427859602583 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 09:03:17 2019 +0100 Rename "texture_" to "mesh_" when expression is actually a mesh Remove useless sampler for mesh commit 51f1e01943e4d221a7323363c39656b861a94fe7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 08:39:31 2019 +0100 Update Canvas to include test in graphicTest commit fff4b79856a215bc1d13cb08752f88e40549ddbb Merge: ca39c0d6ec efba8dad57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 07:49:14 2019 +0100 Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset commit ca39c0d6ece391081f786e10e96aa6007af6b18e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 19 11:22:36 2019 +0100 Remove shape test commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 15:02:58 2019 +0100 Temporary : change yamato target to graphics/vfx/fix/mesh-sampling commit aea552d59b018fbf7c217b37d8846e02bfefb349 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:59:04 2019 +0100 *Update player reference images commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:36:49 2019 +0100 Fix PositionMesh commit 05aec35f9a430497583f5b952fa97ce6784c676d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 17:01:52 2019 +0100 *Update graphicTest commit 052cb87133878404390365f0403b6faa44821133 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 15:30:46 2019 +0100 Fix mesh color sampling commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 11:41:59 2019 +0100 Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity commit 2ecdcc54480aa17665db6b980a5ba797539931e9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:28:19 2019 +0100 Add MeshVertexCount operator commit c5b144214270c741bc61a6bc0994c0c5098ba39a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:08:14 2019 +0100 Add a true embedded random in SampleMesh commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 12 18:35:35 2019 +0100 Fix unexpected cast int to uint commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 14:39:06 2019 +0100 Add WIP TODOPAUL commit 6ff729e50e85204a597c0628be601a2b8064cc3e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 13:55:20 2019 +0100 Use uint instead of int & remove RandInt commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:09:22 2019 +0100 *Update Shape.vfx commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:07:11 2019 +0100 Fix build commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:46:47 2019 +0100 Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae Merge: bd366e5cf8 d2bacd6482 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:43:23 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs # com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f Author: Richard Kettlewell <richardk@unity3d.com> Date: Wed Dec 12 12:53:50 2018 +0000 Fix mesh sampling stride and remove fmod when not needed commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:40:06 2018 +0000 color space fix commit 3df16fe0c60a235e3991249553ccf4167bd7d736 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:03:25 2018 +0000 Shape gfx test commit ceef2e0410503647eb1f997f217e9442fb50b823 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 12:32:36 2018 +0000 Remove baking prototype and fix channel offsets commit 39d518807d279fd328cc4408d5f85667f60e719b Author: Richard Kettlewell <richardk@unity3d.com> Date: Mon Dec 10 15:26:55 2018 +0000 Mesh sampling * Commit data files as lfs * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935 Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933 Use simpler & explicit definition of propagated flags * Fix several issue/comment Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765 * Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph * Fix tooltip issue from @lewisjordan Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386 Side note : use mode instead of "addressingMode" in PositionMesh as well. * Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553 * As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777 * Add composition for Position (Mesh) as suggested by @thomasi Co-authored-by: Tristan Genevet <tristan@unity3d.com> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * Support WRITE_MSAA_DEPTH Unlit template * Fix MSAA for lit output * *Update changelog * Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH TODO : Fix Sphere output as well * Fix typo in ParticlePoint * Factorize common fragment Lit & unlit for depth alike passes. * Fix particle hexadreon wrong depth with alpha clip * Revert "Fix particle hexadreon wrong depth with alpha clip" This reverts commit b16bd570440087984c2c8c48279bebb088f748e8. * Allow an object slot to have null as its value (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile Co-authored-by: Tristan Genevet <tristan@unity3d.com> Co-authored-by: Thomas Iché <peeweek@gmail.com> Co-authored-by: Thomas Iché <thomasi@unity3d.com> Co-authored-by: Paul Demeulenaere <pauld@unity3d.com> Co-authored-by: JordanL8 <lewis.jordan@hotmail.co.uk> Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com>
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* property attributes not serialized (#253) * Initial tests * Fix typo * Change the VFXPropertyAttribute class * Use VFXPropertyAttributes in VFXProperty * Refactor interface * Remove old VFXPropertyAttribute class * More fixes * Fix bug in DataAnchorController * Fix invalid cast typo * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * Remove AfterPostProcessing render queue for lit outputs * Remove render queue field from distortion outputs * Update changelog * Update HDRP changelog instead of VFX * Fix issue when converting outputs with invalid render queue # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Fixed Flipbook Texture Names * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * Squashed commit of the following: commit 4cd4cb244d720c87580c3386a75209532f2b8629 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:13:24 2020 +0200 Minor change to ease graphViz output view commit a6f9f78ecff57045899508f8a7bb03c9cc731c29 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:11:09 2020 +0200 Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue) Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags) Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior commit 7c11de30553cbc378926e3a1d6775f361921ad7a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:54:57 2020 +0200 *Update 007 SampleMesh to cover more cases commit 0baa1401f6fad276323d6369eb4330ef717c978f Merge: 40749ce2ba a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 31 18:04:49 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 40749ce2ba015f004c6e161d75c4063edefd0f3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:50:40 2020 +0100 *Reupdate Image (HDRP, there was an issue with shaderGraph) commit fa7ecbf9656db5316a60aadd450414b4d790e9ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:46:02 2020 +0100 *Update reference Image & .vfx (always in HDRP project) commit 7abaf9bbf27c587033ad621301778b15748793e4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 15:13:20 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh commit c5a7a3ed477af8732da0095091c080692c9c64b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 14:52:07 2020 +0100 Add graphic test to cover constant folding (TODO : Update all images) commit 27e3c7464d60659905f13f172c79a79a94b7ac56 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 13:37:38 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 commit 128101bc638d98d9628dc90be078450e1f706534 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 12:39:39 2020 +0100 Minor : forgot a punctation commit 8c395cd600dfd8301cf6c83d1354ba457e49e889 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 11:01:30 2020 +0100 *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488 commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:33:39 2020 +0100 Fix documentation image link (bis) commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:24:13 2020 +0100 *Fix path in documentation commit 662d086481c228491536d1463dfe61198048a263 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:06:12 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790 commit 241ca5edf7451345ecce30da9310b19e24ee37d5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 08:21:56 2020 +0100 *Update documentation commit d89f307aca40f88bdda2dc0e9a0324556e296400 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 17:50:44 2020 +0100 *Update documentation commit 9f79d5a48e22881011ccf978217b21ce44ed9a37 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 15:59:56 2020 +0100 first draft of documentation commit f84300e560bfd3698e27da58a4e93236209ac513 Merge: 9c5bd4e887 c04b64c1b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 13:22:28 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f Merge: f8284406c8 ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:13:09 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit f8284406c8a99ceb442c13e20049ca14efd3cd7d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:12:08 2020 +0100 Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944 Split Texture & Buffer commit 39328fb09e1d470727becea05842cd48ceb7c5e2 Author: Tristan Genevet <tristan@unity3d.com> Date: Wed Mar 11 11:42:23 2020 +0100 Fix delegate set that must not be postponed commit 9ddac63551eea34f630ddea0380035728b97bf3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 17:48:44 2020 +0100 Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial) commit e04224320d5404e44c969e49470eec827622916f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:30:46 2020 +0100 Fix after merge commit fb7dbd291fc063640295b35a24caf87ddccef1f9 Merge: 302ae40d59 5bdcd30bd9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:15:42 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 302ae40d59ec0c3dd214405392853de8097373ca Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:48:54 2020 +0100 Fix build & behavior commit 61ce50e6dd9e08987bb7273f678e064edc01d110 Merge: 70c93148d4 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:18:17 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs commit 70c93148d49f776dc68a47c28053258f8a713f54 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Feb 12 09:04:23 2020 +0100 Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressing mode in Position (Mesh) too & Update Tooltips commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 17:18:28 2020 +0100 *Update reference image for HDRP (clear color isn't exactly the same) commit 65883b0f521cd1e1438890084593081400d594a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 16:09:18 2020 +0100 Fix Color Sampling test commit 3e7ab2cddca5556855280709d18395df1229be57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:54:25 2020 +0100 *Update Mesh Sampling vfx commit b46ffc745a55347e4d310e617afd1a40f2c2a804 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:47:06 2020 +0100 Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567 commit 03dff8383f4cc7acb383a630f0745871db2b7303 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:31:48 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555 Remove output count from the SampleMesh for consistency commit 0d6620339efc53b56906226e78b005ab06a0ab53 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:26:24 2020 +0100 *Update test using vertex mesh sampling commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:17:00 2020 +0100 *Use flag in inspector as @julienf suggested commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 11:22:36 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressingMode in Custom Sampling commit 00444271a0c3c1efda6373f16432cad3659d8238 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 10:29:07 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770 commit d4422c88b66f0cf67c561086798b176db69b3d1a Merge: a7052746e1 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:05:59 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit a7052746e10326979c3e4c4d69ddc4004bcad83b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:04:44 2020 +0100 Unexpected change in upm-ci-vfxmain.yml commit 3fa67e367aeda4f85025886d53729111a0d841e6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:57 2019 +0100 Update upm-ci-vfxmain.yml commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d Merge: 442c3cd4e0 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:28 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 08:59:41 2019 +0100 Fix experimental & add mesh vertex count output as suggested by @vlad commit 7e306fe26a8839a9d72f4625a61e91814b4105ce Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:13:04 2019 +0100 Update upm-ci-vfxmain.yml commit 31604a66ff6f0b2031681bf26ac7f59d047d493d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:12:46 2019 +0100 Revert upm-ci-vfxmain.yml commit 9f8cdafdbc98f084453894897b54858a67e75483 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:11:49 2019 +0100 Revert upm-ci-vfx_lwrp.yml commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573 Merge: 858f1a94ed 5b678082c5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:55:52 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 858f1a94edfc88756a43b41d4652624939a6ab57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:49:20 2019 +0100 Restrict constant folding on mesh operation commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:04:40 2019 +0100 *Update ChangeLog.md commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 14:21:01 2019 +0100 Clean useless code commit 8e2e438886de3db5b8ba6c2613102a38947461aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 13:45:51 2019 +0100 Use name expression to compute vertex index commit 8349f56e96668f3656113850048e427859602583 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 09:03:17 2019 +0100 Rename "texture_" to "mesh_" when expression is actually a mesh Remove useless sampler for mesh commit 51f1e01943e4d221a7323363c39656b861a94fe7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 08:39:31 2019 +0100 Update Canvas to include test in graphicTest commit fff4b79856a215bc1d13cb08752f88e40549ddbb Merge: ca39c0d6ec efba8dad57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 07:49:14 2019 +0100 Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset commit ca39c0d6ece391081f786e10e96aa6007af6b18e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 19 11:22:36 2019 +0100 Remove shape test commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 15:02:58 2019 +0100 Temporary : change yamato target to graphics/vfx/fix/mesh-sampling commit aea552d59b018fbf7c217b37d8846e02bfefb349 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:59:04 2019 +0100 *Update player reference images commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:36:49 2019 +0100 Fix PositionMesh commit 05aec35f9a430497583f5b952fa97ce6784c676d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 17:01:52 2019 +0100 *Update graphicTest commit 052cb87133878404390365f0403b6faa44821133 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 15:30:46 2019 +0100 Fix mesh color sampling commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 11:41:59 2019 +0100 Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity commit 2ecdcc54480aa17665db6b980a5ba797539931e9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:28:19 2019 +0100 Add MeshVertexCount operator commit c5b144214270c741bc61a6bc0994c0c5098ba39a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:08:14 2019 +0100 Add a true embedded random in SampleMesh commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 12 18:35:35 2019 +0100 Fix unexpected cast int to uint commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 14:39:06 2019 +0100 Add WIP TODOPAUL commit 6ff729e50e85204a597c0628be601a2b8064cc3e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 13:55:20 2019 +0100 Use uint instead of int & remove RandInt commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:09:22 2019 +0100 *Update Shape.vfx commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:07:11 2019 +0100 Fix build commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:46:47 2019 +0100 Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae Merge: bd366e5cf8 d2bacd6482 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:43:23 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs # com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f Author: Richard Kettlewell <richardk@unity3d.com> Date: Wed Dec 12 12:53:50 2018 +0000 Fix mesh sampling stride and remove fmod when not needed commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:40:06 2018 +0000 color space fix commit 3df16fe0c60a235e3991249553ccf4167bd7d736 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:03:25 2018 +0000 Shape gfx test commit ceef2e0410503647eb1f997f217e9442fb50b823 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 12:32:36 2018 +0000 Remove baking prototype and fix channel offsets commit 39d518807d279fd328cc4408d5f85667f60e719b Author: Richard Kettlewell <richardk@unity3d.com> Date: Mon Dec 10 15:26:55 2018 +0000 Mesh sampling * Commit data files as lfs * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935 Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933 Use simpler & explicit definition of propagated flags * Fix several issue/comment Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765 * Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph * Fix tooltip issue from @lewisjordan Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386 Side note : use mode instead of "addressingMode" in PositionMesh as well. * Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553 * As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777 * Add composition for Position (Mesh) as suggested by @thomasi Co-authored-by: Tristan Genevet <tristan@unity3d.com> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * Support WRITE_MSAA_DEPTH Unlit template * Fix MSAA for lit output * *Update changelog * Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH TODO : Fix Sphere output as well * Fix typo in ParticlePoint * Factorize common fragment Lit & unlit for depth alike passes. * Fix particle hexadreon wrong depth with alpha clip * Revert "Fix particle hexadreon wrong depth with alpha clip" This reverts commit b16bd570440087984c2c8c48279bebb088f748e8. * Allow an object slot to have null as its value (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems ![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d) Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option. ![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df) This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders. ![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f) Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed: ![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2) * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick distance and radius + references * Max scale through expression evaluated on GPU (if needed) * Max3 on CPU * Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91) * Simpler update to use now available ByteAddressBuffer * Temp Workaround a GPU hang We should isolate properly this code. * Proper fix of OOB FetchBuffer * *Update changelog.md * Update assets * Update URP tests assets * More update to assets * Remove old gfx tests images ref * Fix changelog * Fix Construct Matrix on GPU (#102) * Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU * *Update changelog.md * Output Event Helpers (#58) * Base Commit * Moved Files down one folder * Updated Package Configuration, CHANGELOG and documentation * Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour * Small fixes and checks * Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check * Small Fixes * Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly * Other custom Editors + Helpbox * Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in Prefab Spawn * Removed Rerouting Helpers as CopyValuesFrom is broken at the moment. * Fixed ASMDEFs / class accessibility * Updated Documentation * Fixed Class Accessibility for ExposedPropertyDrawer * Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer) Co-authored-by: Thomas ICHÉ <peeweek@gmail.com> * Add support for Gradient sampling with and without gradient mode #100 * Fix changelog * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Revert "Output Event Helpers" (#110) * Revert "Output Event Helpers (#58)" This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78. * Revert "Fix changelog" This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137. * Fix changelog (missing revert) * Fix changelog : Unexpected carriage return * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be dividing by 255. * Update CHANGELOG.md * update asset and scripts * Remove u…
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* Add alembic test to HDRP_DXR_Tests * Update alembic reference images * Use Yamato reference images * XR test updated reference image * Revert reference image for WindowsEditor. It looks like playmode_XR has a different result than playmode and playmode_Rendergraph * Modify alembic test to confirm alembic works with ray tracing by viewing alembic mesh via ray traced reflection * Set XR threshold multiplier to 1.5, based on other tests that have to wait for frame * Update WindowsEditor reference image * updated most prefabs to not be prefab variants unecesssarily, updated diffusion profile for bamboo leaves, fixed wood normal map, rebaked, added new "medium" bake settings * [CI] Updated .ymls to new revision * Expose PointCacheAsset textures (#2030) Currently there's no pCache property in vfx graph, this change exposes textures to make them usable instead of pCache. More: https://forum.unity.com/threads/expose-point-cache-as-blackboard-attribute.856603/#post-6355635 * Fixed links and images Fixed issues in the ToC, links in all docs and images in all docs. * Fix Static-shader-analysis.md links. Changed file name of Static-shader-analysis.md and fixed links. * removed useless -preview.1 * Toc name change Also amended links. * TableOfContents name change. * Universal/fixing changelog (#2090) * removing duplicate Added sections * removed accidental added text * Fixed the dates issue * Moved fixed to the right section * Updated fontainbleau compatability and added relevant links * Fix clear coat chagelog issues. (#2095) * Renamed UI `Vector1` to `Float` / Renamed enum `Float` precision to `Single` (V2) (#1979) * rename precision from float to single * rename vector 1 to float * rename vector1 in the documentation * Update Compositor-User-Guide.md * Update Upgrade-Guide-10-0-x.md * fix precision test * add search synonym to upgraded node * update precision test graph * Fixed extra whitespaces and minor rewording * Rename also all enum which a Vector1 inside to get correct string conversion as float * Renamed Float.md and updated links to it * Revert "Rename also all enum which a Vector1 inside to get correct string conversion as float" This reverts commit 3d5fe9b48a1c2b7642b40327c5fea7a259016638. * rename property type to have correct type display * Update DiffusionProfileShaderProperty.cs * Fix blackboard info name after merge of Antoie PR * rename the uss color mode to keep correct banding color Co-authored-by: Alex Lindman <alexandral@unity3d.com> Co-authored-by: Sharlene Tan <sharlenet@unity3d.com> * VFX Staging to Master for 10.1 (#1945) * property attributes not serialized (#253) * Initial tests * Fix typo * Change the VFXPropertyAttribute class * Use VFXPropertyAttributes in VFXProperty * Refactor interface * Remove old VFXPropertyAttribute class * More fixes * Fix bug in DataAnchorController * Fix invalid cast typo * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * Remove AfterPostProcessing render queue for lit outputs * Remove render queue field from distortion outputs * Update changelog * Update HDRP changelog instead of VFX * Fix issue when converting outputs with invalid render queue # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Fixed Flipbook Texture Names * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * Squashed commit of the following: commit 4cd4cb244d720c87580c3386a75209532f2b8629 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:13:24 2020 +0200 Minor change to ease graphViz output view commit a6f9f78ecff57045899508f8a7bb03c9cc731c29 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:11:09 2020 +0200 Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue) Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags) Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior commit 7c11de30553cbc378926e3a1d6775f361921ad7a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:54:57 2020 +0200 *Update 007 SampleMesh to cover more cases commit 0baa1401f6fad276323d6369eb4330ef717c978f Merge: 40749ce2ba a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 31 18:04:49 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 40749ce2ba015f004c6e161d75c4063edefd0f3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:50:40 2020 +0100 *Reupdate Image (HDRP, there was an issue with shaderGraph) commit fa7ecbf9656db5316a60aadd450414b4d790e9ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:46:02 2020 +0100 *Update reference Image & .vfx (always in HDRP project) commit 7abaf9bbf27c587033ad621301778b15748793e4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 15:13:20 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh commit c5a7a3ed477af8732da0095091c080692c9c64b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 14:52:07 2020 +0100 Add graphic test to cover constant folding (TODO : Update all images) commit 27e3c7464d60659905f13f172c79a79a94b7ac56 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 13:37:38 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 commit 128101bc638d98d9628dc90be078450e1f706534 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 12:39:39 2020 +0100 Minor : forgot a punctation commit 8c395cd600dfd8301cf6c83d1354ba457e49e889 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 11:01:30 2020 +0100 *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488 commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:33:39 2020 +0100 Fix documentation image link (bis) commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:24:13 2020 +0100 *Fix path in documentation commit 662d086481c228491536d1463dfe61198048a263 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:06:12 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790 commit 241ca5edf7451345ecce30da9310b19e24ee37d5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 08:21:56 2020 +0100 *Update documentation commit d89f307aca40f88bdda2dc0e9a0324556e296400 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 17:50:44 2020 +0100 *Update documentation commit 9f79d5a48e22881011ccf978217b21ce44ed9a37 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 15:59:56 2020 +0100 first draft of documentation commit f84300e560bfd3698e27da58a4e93236209ac513 Merge: 9c5bd4e887 c04b64c1b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 13:22:28 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f Merge: f8284406c8 ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:13:09 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit f8284406c8a99ceb442c13e20049ca14efd3cd7d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:12:08 2020 +0100 Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944 Split Texture & Buffer commit 39328fb09e1d470727becea05842cd48ceb7c5e2 Author: Tristan Genevet <tristan@unity3d.com> Date: Wed Mar 11 11:42:23 2020 +0100 Fix delegate set that must not be postponed commit 9ddac63551eea34f630ddea0380035728b97bf3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 17:48:44 2020 +0100 Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial) commit e04224320d5404e44c969e49470eec827622916f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:30:46 2020 +0100 Fix after merge commit fb7dbd291fc063640295b35a24caf87ddccef1f9 Merge: 302ae40d59 5bdcd30bd9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:15:42 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 302ae40d59ec0c3dd214405392853de8097373ca Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:48:54 2020 +0100 Fix build & behavior commit 61ce50e6dd9e08987bb7273f678e064edc01d110 Merge: 70c93148d4 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:18:17 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs commit 70c93148d49f776dc68a47c28053258f8a713f54 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Feb 12 09:04:23 2020 +0100 Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressing mode in Position (Mesh) too & Update Tooltips commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 17:18:28 2020 +0100 *Update reference image for HDRP (clear color isn't exactly the same) commit 65883b0f521cd1e1438890084593081400d594a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 16:09:18 2020 +0100 Fix Color Sampling test commit 3e7ab2cddca5556855280709d18395df1229be57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:54:25 2020 +0100 *Update Mesh Sampling vfx commit b46ffc745a55347e4d310e617afd1a40f2c2a804 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:47:06 2020 +0100 Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567 commit 03dff8383f4cc7acb383a630f0745871db2b7303 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:31:48 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555 Remove output count from the SampleMesh for consistency commit 0d6620339efc53b56906226e78b005ab06a0ab53 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:26:24 2020 +0100 *Update test using vertex mesh sampling commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:17:00 2020 +0100 *Use flag in inspector as @julienf suggested commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 11:22:36 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressingMode in Custom Sampling commit 00444271a0c3c1efda6373f16432cad3659d8238 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 10:29:07 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770 commit d4422c88b66f0cf67c561086798b176db69b3d1a Merge: a7052746e1 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:05:59 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit a7052746e10326979c3e4c4d69ddc4004bcad83b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:04:44 2020 +0100 Unexpected change in upm-ci-vfxmain.yml commit 3fa67e367aeda4f85025886d53729111a0d841e6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:57 2019 +0100 Update upm-ci-vfxmain.yml commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d Merge: 442c3cd4e0 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:28 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 08:59:41 2019 +0100 Fix experimental & add mesh vertex count output as suggested by @vlad commit 7e306fe26a8839a9d72f4625a61e91814b4105ce Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:13:04 2019 +0100 Update upm-ci-vfxmain.yml commit 31604a66ff6f0b2031681bf26ac7f59d047d493d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:12:46 2019 +0100 Revert upm-ci-vfxmain.yml commit 9f8cdafdbc98f084453894897b54858a67e75483 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:11:49 2019 +0100 Revert upm-ci-vfx_lwrp.yml commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573 Merge: 858f1a94ed 5b678082c5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:55:52 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 858f1a94edfc88756a43b41d4652624939a6ab57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:49:20 2019 +0100 Restrict constant folding on mesh operation commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:04:40 2019 +0100 *Update ChangeLog.md commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 14:21:01 2019 +0100 Clean useless code commit 8e2e438886de3db5b8ba6c2613102a38947461aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 13:45:51 2019 +0100 Use name expression to compute vertex index commit 8349f56e96668f3656113850048e427859602583 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 09:03:17 2019 +0100 Rename "texture_" to "mesh_" when expression is actually a mesh Remove useless sampler for mesh commit 51f1e01943e4d221a7323363c39656b861a94fe7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 08:39:31 2019 +0100 Update Canvas to include test in graphicTest commit fff4b79856a215bc1d13cb08752f88e40549ddbb Merge: ca39c0d6ec efba8dad57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 07:49:14 2019 +0100 Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset commit ca39c0d6ece391081f786e10e96aa6007af6b18e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 19 11:22:36 2019 +0100 Remove shape test commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 15:02:58 2019 +0100 Temporary : change yamato target to graphics/vfx/fix/mesh-sampling commit aea552d59b018fbf7c217b37d8846e02bfefb349 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:59:04 2019 +0100 *Update player reference images commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:36:49 2019 +0100 Fix PositionMesh commit 05aec35f9a430497583f5b952fa97ce6784c676d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 17:01:52 2019 +0100 *Update graphicTest commit 052cb87133878404390365f0403b6faa44821133 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 15:30:46 2019 +0100 Fix mesh color sampling commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 11:41:59 2019 +0100 Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity commit 2ecdcc54480aa17665db6b980a5ba797539931e9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:28:19 2019 +0100 Add MeshVertexCount operator commit c5b144214270c741bc61a6bc0994c0c5098ba39a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:08:14 2019 +0100 Add a true embedded random in SampleMesh commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 12 18:35:35 2019 +0100 Fix unexpected cast int to uint commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 14:39:06 2019 +0100 Add WIP TODOPAUL commit 6ff729e50e85204a597c0628be601a2b8064cc3e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 13:55:20 2019 +0100 Use uint instead of int & remove RandInt commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:09:22 2019 +0100 *Update Shape.vfx commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:07:11 2019 +0100 Fix build commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:46:47 2019 +0100 Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae Merge: bd366e5cf8 d2bacd6482 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:43:23 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs # com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f Author: Richard Kettlewell <richardk@unity3d.com> Date: Wed Dec 12 12:53:50 2018 +0000 Fix mesh sampling stride and remove fmod when not needed commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:40:06 2018 +0000 color space fix commit 3df16fe0c60a235e3991249553ccf4167bd7d736 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:03:25 2018 +0000 Shape gfx test commit ceef2e0410503647eb1f997f217e9442fb50b823 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 12:32:36 2018 +0000 Remove baking prototype and fix channel offsets commit 39d518807d279fd328cc4408d5f85667f60e719b Author: Richard Kettlewell <richardk@unity3d.com> Date: Mon Dec 10 15:26:55 2018 +0000 Mesh sampling * Commit data files as lfs * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935 Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933 Use simpler & explicit definition of propagated flags * Fix several issue/comment Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765 * Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph * Fix tooltip issue from @lewisjordan Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386 Side note : use mode instead of "addressingMode" in PositionMesh as well. * Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553 * As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777 * Add composition for Position (Mesh) as suggested by @thomasi Co-authored-by: Tristan Genevet <tristan@unity3d.com> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * Support WRITE_MSAA_DEPTH Unlit template * Fix MSAA for lit output * *Update changelog * Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH TODO : Fix Sphere output as well * Fix typo in ParticlePoint * Factorize common fragment Lit & unlit for depth alike passes. * Fix particle hexadreon wrong depth with alpha clip * Revert "Fix particle hexadreon wrong depth with alpha clip" This reverts commit b16bd570440087984c2c8c48279bebb088f748e8. * Allow an object slot to have null as its value (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems ![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d) Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option. ![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df) This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders. ![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f) Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed: ![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2) * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick di…
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* property attributes not serialized (#253) * Initial tests * Fix typo * Change the VFXPropertyAttribute class * Use VFXPropertyAttributes in VFXProperty * Refactor interface * Remove old VFXPropertyAttribute class * More fixes * Fix bug in DataAnchorController * Fix invalid cast typo * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * Remove AfterPostProcessing render queue for lit outputs * Remove render queue field from distortion outputs * Update changelog * Update HDRP changelog instead of VFX * Fix issue when converting outputs with invalid render queue # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Fixed Flipbook Texture Names * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * Squashed commit of the following: commit 4cd4cb244d720c87580c3386a75209532f2b8629 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:13:24 2020 +0200 Minor change to ease graphViz output view commit a6f9f78ecff57045899508f8a7bb03c9cc731c29 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:11:09 2020 +0200 Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue) Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags) Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior commit 7c11de30553cbc378926e3a1d6775f361921ad7a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:54:57 2020 +0200 *Update 007 SampleMesh to cover more cases commit 0baa1401f6fad276323d6369eb4330ef717c978f Merge: 40749ce2ba a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 31 18:04:49 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 40749ce2ba015f004c6e161d75c4063edefd0f3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:50:40 2020 +0100 *Reupdate Image (HDRP, there was an issue with shaderGraph) commit fa7ecbf9656db5316a60aadd450414b4d790e9ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:46:02 2020 +0100 *Update reference Image & .vfx (always in HDRP project) commit 7abaf9bbf27c587033ad621301778b15748793e4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 15:13:20 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh commit c5a7a3ed477af8732da0095091c080692c9c64b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 14:52:07 2020 +0100 Add graphic test to cover constant folding (TODO : Update all images) commit 27e3c7464d60659905f13f172c79a79a94b7ac56 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 13:37:38 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 commit 128101bc638d98d9628dc90be078450e1f706534 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 12:39:39 2020 +0100 Minor : forgot a punctation commit 8c395cd600dfd8301cf6c83d1354ba457e49e889 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 11:01:30 2020 +0100 *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488 commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:33:39 2020 +0100 Fix documentation image link (bis) commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:24:13 2020 +0100 *Fix path in documentation commit 662d086481c228491536d1463dfe61198048a263 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:06:12 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790 commit 241ca5edf7451345ecce30da9310b19e24ee37d5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 08:21:56 2020 +0100 *Update documentation commit d89f307aca40f88bdda2dc0e9a0324556e296400 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 17:50:44 2020 +0100 *Update documentation commit 9f79d5a48e22881011ccf978217b21ce44ed9a37 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 15:59:56 2020 +0100 first draft of documentation commit f84300e560bfd3698e27da58a4e93236209ac513 Merge: 9c5bd4e887 c04b64c1b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 13:22:28 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f Merge: f8284406c8 ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:13:09 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit f8284406c8a99ceb442c13e20049ca14efd3cd7d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:12:08 2020 +0100 Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944 Split Texture & Buffer commit 39328fb09e1d470727becea05842cd48ceb7c5e2 Author: Tristan Genevet <tristan@unity3d.com> Date: Wed Mar 11 11:42:23 2020 +0100 Fix delegate set that must not be postponed commit 9ddac63551eea34f630ddea0380035728b97bf3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 17:48:44 2020 +0100 Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial) commit e04224320d5404e44c969e49470eec827622916f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:30:46 2020 +0100 Fix after merge commit fb7dbd291fc063640295b35a24caf87ddccef1f9 Merge: 302ae40d59 5bdcd30bd9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:15:42 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 302ae40d59ec0c3dd214405392853de8097373ca Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:48:54 2020 +0100 Fix build & behavior commit 61ce50e6dd9e08987bb7273f678e064edc01d110 Merge: 70c93148d4 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:18:17 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs commit 70c93148d49f776dc68a47c28053258f8a713f54 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Feb 12 09:04:23 2020 +0100 Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressing mode in Position (Mesh) too & Update Tooltips commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 17:18:28 2020 +0100 *Update reference image for HDRP (clear color isn't exactly the same) commit 65883b0f521cd1e1438890084593081400d594a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 16:09:18 2020 +0100 Fix Color Sampling test commit 3e7ab2cddca5556855280709d18395df1229be57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:54:25 2020 +0100 *Update Mesh Sampling vfx commit b46ffc745a55347e4d310e617afd1a40f2c2a804 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:47:06 2020 +0100 Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567 commit 03dff8383f4cc7acb383a630f0745871db2b7303 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:31:48 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555 Remove output count from the SampleMesh for consistency commit 0d6620339efc53b56906226e78b005ab06a0ab53 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:26:24 2020 +0100 *Update test using vertex mesh sampling commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:17:00 2020 +0100 *Use flag in inspector as @julienf suggested commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 11:22:36 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressingMode in Custom Sampling commit 00444271a0c3c1efda6373f16432cad3659d8238 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 10:29:07 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770 commit d4422c88b66f0cf67c561086798b176db69b3d1a Merge: a7052746e1 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:05:59 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit a7052746e10326979c3e4c4d69ddc4004bcad83b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:04:44 2020 +0100 Unexpected change in upm-ci-vfxmain.yml commit 3fa67e367aeda4f85025886d53729111a0d841e6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:57 2019 +0100 Update upm-ci-vfxmain.yml commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d Merge: 442c3cd4e0 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:28 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 08:59:41 2019 +0100 Fix experimental & add mesh vertex count output as suggested by @vlad commit 7e306fe26a8839a9d72f4625a61e91814b4105ce Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:13:04 2019 +0100 Update upm-ci-vfxmain.yml commit 31604a66ff6f0b2031681bf26ac7f59d047d493d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:12:46 2019 +0100 Revert upm-ci-vfxmain.yml commit 9f8cdafdbc98f084453894897b54858a67e75483 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:11:49 2019 +0100 Revert upm-ci-vfx_lwrp.yml commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573 Merge: 858f1a94ed 5b678082c5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:55:52 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 858f1a94edfc88756a43b41d4652624939a6ab57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:49:20 2019 +0100 Restrict constant folding on mesh operation commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:04:40 2019 +0100 *Update ChangeLog.md commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 14:21:01 2019 +0100 Clean useless code commit 8e2e438886de3db5b8ba6c2613102a38947461aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 13:45:51 2019 +0100 Use name expression to compute vertex index commit 8349f56e96668f3656113850048e427859602583 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 09:03:17 2019 +0100 Rename "texture_" to "mesh_" when expression is actually a mesh Remove useless sampler for mesh commit 51f1e01943e4d221a7323363c39656b861a94fe7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 08:39:31 2019 +0100 Update Canvas to include test in graphicTest commit fff4b79856a215bc1d13cb08752f88e40549ddbb Merge: ca39c0d6ec efba8dad57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 07:49:14 2019 +0100 Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset commit ca39c0d6ece391081f786e10e96aa6007af6b18e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 19 11:22:36 2019 +0100 Remove shape test commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 15:02:58 2019 +0100 Temporary : change yamato target to graphics/vfx/fix/mesh-sampling commit aea552d59b018fbf7c217b37d8846e02bfefb349 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:59:04 2019 +0100 *Update player reference images commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:36:49 2019 +0100 Fix PositionMesh commit 05aec35f9a430497583f5b952fa97ce6784c676d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 17:01:52 2019 +0100 *Update graphicTest commit 052cb87133878404390365f0403b6faa44821133 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 15:30:46 2019 +0100 Fix mesh color sampling commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 11:41:59 2019 +0100 Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity commit 2ecdcc54480aa17665db6b980a5ba797539931e9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:28:19 2019 +0100 Add MeshVertexCount operator commit c5b144214270c741bc61a6bc0994c0c5098ba39a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:08:14 2019 +0100 Add a true embedded random in SampleMesh commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 12 18:35:35 2019 +0100 Fix unexpected cast int to uint commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 14:39:06 2019 +0100 Add WIP TODOPAUL commit 6ff729e50e85204a597c0628be601a2b8064cc3e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 13:55:20 2019 +0100 Use uint instead of int & remove RandInt commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:09:22 2019 +0100 *Update Shape.vfx commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:07:11 2019 +0100 Fix build commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:46:47 2019 +0100 Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae Merge: bd366e5cf8 d2bacd6482 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:43:23 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs # com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f Author: Richard Kettlewell <richardk@unity3d.com> Date: Wed Dec 12 12:53:50 2018 +0000 Fix mesh sampling stride and remove fmod when not needed commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:40:06 2018 +0000 color space fix commit 3df16fe0c60a235e3991249553ccf4167bd7d736 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:03:25 2018 +0000 Shape gfx test commit ceef2e0410503647eb1f997f217e9442fb50b823 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 12:32:36 2018 +0000 Remove baking prototype and fix channel offsets commit 39d518807d279fd328cc4408d5f85667f60e719b Author: Richard Kettlewell <richardk@unity3d.com> Date: Mon Dec 10 15:26:55 2018 +0000 Mesh sampling * Commit data files as lfs * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935 Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933 Use simpler & explicit definition of propagated flags * Fix several issue/comment Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765 * Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph * Fix tooltip issue from @lewisjordan Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386 Side note : use mode instead of "addressingMode" in PositionMesh as well. * Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553 * As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777 * Add composition for Position (Mesh) as suggested by @thomasi Co-authored-by: Tristan Genevet <tristan@unity3d.com> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * Support WRITE_MSAA_DEPTH Unlit template * Fix MSAA for lit output * *Update changelog * Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH TODO : Fix Sphere output as well * Fix typo in ParticlePoint * Factorize common fragment Lit & unlit for depth alike passes. * Fix particle hexadreon wrong depth with alpha clip * Revert "Fix particle hexadreon wrong depth with alpha clip" This reverts commit b16bd570440087984c2c8c48279bebb088f748e8. * Allow an object slot to have null as its value (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems ![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d) Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option. ![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df) This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders. ![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f) Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed: ![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2) * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick distance and radius + references * Max scale through expression evaluated on GPU (if needed) * Max3 on CPU * Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91) * Simpler update to use now available ByteAddressBuffer * Temp Workaround a GPU hang We should isolate properly this code. * Proper fix of OOB FetchBuffer * *Update changelog.md * Update assets * Update URP tests assets * More update to assets * Remove old gfx tests images ref * Fix changelog * Fix Construct Matrix on GPU (#102) * Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU * *Update changelog.md * Output Event Helpers (#58) * Base Commit * Moved Files down one folder * Updated Package Configuration, CHANGELOG and documentation * Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour * Small fixes and checks * Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check * Small Fixes * Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly * Other custom Editors + Helpbox * Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in Prefab Spawn * Removed Rerouting Helpers as CopyValuesFrom is broken at the moment. * Fixed ASMDEFs / class accessibility * Updated Documentation * Fixed Class Accessibility for ExposedPropertyDrawer * Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer) Co-authored-by: Thomas ICHÉ <peeweek@gmail.com> * Add support for Gradient sampling with and without gradient mode #100 * Fix changelog * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Revert "Output Event Helpers" (#110) * Revert "Output Event Helpers (#58)" This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78. * Revert "Fix changelog" This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137. * Fix changelog (missing revert) * Fix changelog : Unexpected carriage return * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be dividing by 255. * Update CHANGELOG.md * update asset and scripts * Remove unwanted files …
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Oct 25, 2020
* property attributes not serialized (#253) * Initial tests * Fix typo * Change the VFXPropertyAttribute class * Use VFXPropertyAttributes in VFXProperty * Refactor interface * Remove old VFXPropertyAttribute class * More fixes * Fix bug in DataAnchorController * Fix invalid cast typo * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * Remove AfterPostProcessing render queue for lit outputs * Remove render queue field from distortion outputs * Update changelog * Update HDRP changelog instead of VFX * Fix issue when converting outputs with invalid render queue # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Fixed Flipbook Texture Names * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * Squashed commit of the following: commit 4cd4cb244d720c87580c3386a75209532f2b8629 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:13:24 2020 +0200 Minor change to ease graphViz output view commit a6f9f78ecff57045899508f8a7bb03c9cc731c29 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:11:09 2020 +0200 Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue) Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags) Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior commit 7c11de30553cbc378926e3a1d6775f361921ad7a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:54:57 2020 +0200 *Update 007 SampleMesh to cover more cases commit 0baa1401f6fad276323d6369eb4330ef717c978f Merge: 40749ce2ba a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 31 18:04:49 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 40749ce2ba015f004c6e161d75c4063edefd0f3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:50:40 2020 +0100 *Reupdate Image (HDRP, there was an issue with shaderGraph) commit fa7ecbf9656db5316a60aadd450414b4d790e9ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:46:02 2020 +0100 *Update reference Image & .vfx (always in HDRP project) commit 7abaf9bbf27c587033ad621301778b15748793e4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 15:13:20 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh commit c5a7a3ed477af8732da0095091c080692c9c64b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 14:52:07 2020 +0100 Add graphic test to cover constant folding (TODO : Update all images) commit 27e3c7464d60659905f13f172c79a79a94b7ac56 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 13:37:38 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 commit 128101bc638d98d9628dc90be078450e1f706534 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 12:39:39 2020 +0100 Minor : forgot a punctation commit 8c395cd600dfd8301cf6c83d1354ba457e49e889 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 11:01:30 2020 +0100 *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488 commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:33:39 2020 +0100 Fix documentation image link (bis) commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:24:13 2020 +0100 *Fix path in documentation commit 662d086481c228491536d1463dfe61198048a263 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:06:12 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790 commit 241ca5edf7451345ecce30da9310b19e24ee37d5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 08:21:56 2020 +0100 *Update documentation commit d89f307aca40f88bdda2dc0e9a0324556e296400 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 17:50:44 2020 +0100 *Update documentation commit 9f79d5a48e22881011ccf978217b21ce44ed9a37 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 15:59:56 2020 +0100 first draft of documentation commit f84300e560bfd3698e27da58a4e93236209ac513 Merge: 9c5bd4e887 c04b64c1b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 13:22:28 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f Merge: f8284406c8 ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:13:09 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit f8284406c8a99ceb442c13e20049ca14efd3cd7d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:12:08 2020 +0100 Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944 Split Texture & Buffer commit 39328fb09e1d470727becea05842cd48ceb7c5e2 Author: Tristan Genevet <tristan@unity3d.com> Date: Wed Mar 11 11:42:23 2020 +0100 Fix delegate set that must not be postponed commit 9ddac63551eea34f630ddea0380035728b97bf3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 17:48:44 2020 +0100 Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial) commit e04224320d5404e44c969e49470eec827622916f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:30:46 2020 +0100 Fix after merge commit fb7dbd291fc063640295b35a24caf87ddccef1f9 Merge: 302ae40d59 5bdcd30bd9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:15:42 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 302ae40d59ec0c3dd214405392853de8097373ca Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:48:54 2020 +0100 Fix build & behavior commit 61ce50e6dd9e08987bb7273f678e064edc01d110 Merge: 70c93148d4 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:18:17 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs commit 70c93148d49f776dc68a47c28053258f8a713f54 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Feb 12 09:04:23 2020 +0100 Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressing mode in Position (Mesh) too & Update Tooltips commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 17:18:28 2020 +0100 *Update reference image for HDRP (clear color isn't exactly the same) commit 65883b0f521cd1e1438890084593081400d594a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 16:09:18 2020 +0100 Fix Color Sampling test commit 3e7ab2cddca5556855280709d18395df1229be57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:54:25 2020 +0100 *Update Mesh Sampling vfx commit b46ffc745a55347e4d310e617afd1a40f2c2a804 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:47:06 2020 +0100 Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567 commit 03dff8383f4cc7acb383a630f0745871db2b7303 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:31:48 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555 Remove output count from the SampleMesh for consistency commit 0d6620339efc53b56906226e78b005ab06a0ab53 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:26:24 2020 +0100 *Update test using vertex mesh sampling commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:17:00 2020 +0100 *Use flag in inspector as @julienf suggested commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 11:22:36 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressingMode in Custom Sampling commit 00444271a0c3c1efda6373f16432cad3659d8238 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 10:29:07 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770 commit d4422c88b66f0cf67c561086798b176db69b3d1a Merge: a7052746e1 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:05:59 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit a7052746e10326979c3e4c4d69ddc4004bcad83b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:04:44 2020 +0100 Unexpected change in upm-ci-vfxmain.yml commit 3fa67e367aeda4f85025886d53729111a0d841e6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:57 2019 +0100 Update upm-ci-vfxmain.yml commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d Merge: 442c3cd4e0 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:28 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 08:59:41 2019 +0100 Fix experimental & add mesh vertex count output as suggested by @vlad commit 7e306fe26a8839a9d72f4625a61e91814b4105ce Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:13:04 2019 +0100 Update upm-ci-vfxmain.yml commit 31604a66ff6f0b2031681bf26ac7f59d047d493d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:12:46 2019 +0100 Revert upm-ci-vfxmain.yml commit 9f8cdafdbc98f084453894897b54858a67e75483 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:11:49 2019 +0100 Revert upm-ci-vfx_lwrp.yml commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573 Merge: 858f1a94ed 5b678082c5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:55:52 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 858f1a94edfc88756a43b41d4652624939a6ab57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:49:20 2019 +0100 Restrict constant folding on mesh operation commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:04:40 2019 +0100 *Update ChangeLog.md commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 14:21:01 2019 +0100 Clean useless code commit 8e2e438886de3db5b8ba6c2613102a38947461aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 13:45:51 2019 +0100 Use name expression to compute vertex index commit 8349f56e96668f3656113850048e427859602583 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 09:03:17 2019 +0100 Rename "texture_" to "mesh_" when expression is actually a mesh Remove useless sampler for mesh commit 51f1e01943e4d221a7323363c39656b861a94fe7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 08:39:31 2019 +0100 Update Canvas to include test in graphicTest commit fff4b79856a215bc1d13cb08752f88e40549ddbb Merge: ca39c0d6ec efba8dad57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 07:49:14 2019 +0100 Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset commit ca39c0d6ece391081f786e10e96aa6007af6b18e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 19 11:22:36 2019 +0100 Remove shape test commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 15:02:58 2019 +0100 Temporary : change yamato target to graphics/vfx/fix/mesh-sampling commit aea552d59b018fbf7c217b37d8846e02bfefb349 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:59:04 2019 +0100 *Update player reference images commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:36:49 2019 +0100 Fix PositionMesh commit 05aec35f9a430497583f5b952fa97ce6784c676d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 17:01:52 2019 +0100 *Update graphicTest commit 052cb87133878404390365f0403b6faa44821133 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 15:30:46 2019 +0100 Fix mesh color sampling commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 11:41:59 2019 +0100 Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity commit 2ecdcc54480aa17665db6b980a5ba797539931e9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:28:19 2019 +0100 Add MeshVertexCount operator commit c5b144214270c741bc61a6bc0994c0c5098ba39a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:08:14 2019 +0100 Add a true embedded random in SampleMesh commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 12 18:35:35 2019 +0100 Fix unexpected cast int to uint commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 14:39:06 2019 +0100 Add WIP TODOPAUL commit 6ff729e50e85204a597c0628be601a2b8064cc3e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 13:55:20 2019 +0100 Use uint instead of int & remove RandInt commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:09:22 2019 +0100 *Update Shape.vfx commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:07:11 2019 +0100 Fix build commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:46:47 2019 +0100 Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae Merge: bd366e5cf8 d2bacd6482 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:43:23 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs # com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f Author: Richard Kettlewell <richardk@unity3d.com> Date: Wed Dec 12 12:53:50 2018 +0000 Fix mesh sampling stride and remove fmod when not needed commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:40:06 2018 +0000 color space fix commit 3df16fe0c60a235e3991249553ccf4167bd7d736 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:03:25 2018 +0000 Shape gfx test commit ceef2e0410503647eb1f997f217e9442fb50b823 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 12:32:36 2018 +0000 Remove baking prototype and fix channel offsets commit 39d518807d279fd328cc4408d5f85667f60e719b Author: Richard Kettlewell <richardk@unity3d.com> Date: Mon Dec 10 15:26:55 2018 +0000 Mesh sampling * Commit data files as lfs * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935 Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933 Use simpler & explicit definition of propagated flags * Fix several issue/comment Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765 * Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph * Fix tooltip issue from @lewisjordan Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386 Side note : use mode instead of "addressingMode" in PositionMesh as well. * Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553 * As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777 * Add composition for Position (Mesh) as suggested by @thomasi Co-authored-by: Tristan Genevet <tristan@unity3d.com> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * Support WRITE_MSAA_DEPTH Unlit template * Fix MSAA for lit output * *Update changelog * Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH TODO : Fix Sphere output as well * Fix typo in ParticlePoint * Factorize common fragment Lit & unlit for depth alike passes. * Fix particle hexadreon wrong depth with alpha clip * Revert "Fix particle hexadreon wrong depth with alpha clip" This reverts commit b16bd570440087984c2c8c48279bebb088f748e8. * Allow an object slot to have null as its value (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems ![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d) Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option. ![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df) This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders. ![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f) Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed: ![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2) * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick distance and radius + references * Max scale through expression evaluated on GPU (if needed) * Max3 on CPU * Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91) * Simpler update to use now available ByteAddressBuffer * Temp Workaround a GPU hang We should isolate properly this code. * Proper fix of OOB FetchBuffer * *Update changelog.md * Update assets * Update URP tests assets * More update to assets * Remove old gfx tests images ref * Fix changelog * Fix Construct Matrix on GPU (#102) * Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU * *Update changelog.md * Output Event Helpers (#58) * Base Commit * Moved Files down one folder * Updated Package Configuration, CHANGELOG and documentation * Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour * Small fixes and checks * Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check * Small Fixes * Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly * Other custom Editors + Helpbox * Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in Prefab Spawn * Removed Rerouting Helpers as CopyValuesFrom is broken at the moment. * Fixed ASMDEFs / class accessibility * Updated Documentation * Fixed Class Accessibility for ExposedPropertyDrawer * Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer) Co-authored-by: Thomas ICHÉ <peeweek@gmail.com> * Add support for Gradient sampling with and without gradient mode #100 * Fix changelog * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Revert "Output Event Helpers" (#110) * Revert "Output Event Helpers (#58)" This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78. * Revert "Fix changelog" This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137. * Fix changelog (missing revert) * Fix changelog : Unexpected carriage return * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be dividing by 255. * Update CHANGELOG.md * update asset and script…
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* property attributes not serialized (#253) * Initial tests * Fix typo * Change the VFXPropertyAttribute class * Use VFXPropertyAttributes in VFXProperty * Refactor interface * Remove old VFXPropertyAttribute class * More fixes * Fix bug in DataAnchorController * Fix invalid cast typo * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * Remove AfterPostProcessing render queue for lit outputs * Remove render queue field from distortion outputs * Update changelog * Update HDRP changelog instead of VFX * Fix issue when converting outputs with invalid render queue # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Fixed Flipbook Texture Names * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * Squashed commit of the following: commit 4cd4cb244d720c87580c3386a75209532f2b8629 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:13:24 2020 +0200 Minor change to ease graphViz output view commit a6f9f78ecff57045899508f8a7bb03c9cc731c29 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:11:09 2020 +0200 Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue) Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags) Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior commit 7c11de30553cbc378926e3a1d6775f361921ad7a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:54:57 2020 +0200 *Update 007 SampleMesh to cover more cases commit 0baa1401f6fad276323d6369eb4330ef717c978f Merge: 40749ce2ba a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 31 18:04:49 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 40749ce2ba015f004c6e161d75c4063edefd0f3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:50:40 2020 +0100 *Reupdate Image (HDRP, there was an issue with shaderGraph) commit fa7ecbf9656db5316a60aadd450414b4d790e9ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:46:02 2020 +0100 *Update reference Image & .vfx (always in HDRP project) commit 7abaf9bbf27c587033ad621301778b15748793e4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 15:13:20 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh commit c5a7a3ed477af8732da0095091c080692c9c64b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 14:52:07 2020 +0100 Add graphic test to cover constant folding (TODO : Update all images) commit 27e3c7464d60659905f13f172c79a79a94b7ac56 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 13:37:38 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 commit 128101bc638d98d9628dc90be078450e1f706534 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 12:39:39 2020 +0100 Minor : forgot a punctation commit 8c395cd600dfd8301cf6c83d1354ba457e49e889 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 11:01:30 2020 +0100 *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488 commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:33:39 2020 +0100 Fix documentation image link (bis) commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:24:13 2020 +0100 *Fix path in documentation commit 662d086481c228491536d1463dfe61198048a263 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:06:12 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790 commit 241ca5edf7451345ecce30da9310b19e24ee37d5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 08:21:56 2020 +0100 *Update documentation commit d89f307aca40f88bdda2dc0e9a0324556e296400 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 17:50:44 2020 +0100 *Update documentation commit 9f79d5a48e22881011ccf978217b21ce44ed9a37 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 15:59:56 2020 +0100 first draft of documentation commit f84300e560bfd3698e27da58a4e93236209ac513 Merge: 9c5bd4e887 c04b64c1b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 13:22:28 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f Merge: f8284406c8 ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:13:09 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit f8284406c8a99ceb442c13e20049ca14efd3cd7d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:12:08 2020 +0100 Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944 Split Texture & Buffer commit 39328fb09e1d470727becea05842cd48ceb7c5e2 Author: Tristan Genevet <tristan@unity3d.com> Date: Wed Mar 11 11:42:23 2020 +0100 Fix delegate set that must not be postponed commit 9ddac63551eea34f630ddea0380035728b97bf3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 17:48:44 2020 +0100 Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial) commit e04224320d5404e44c969e49470eec827622916f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:30:46 2020 +0100 Fix after merge commit fb7dbd291fc063640295b35a24caf87ddccef1f9 Merge: 302ae40d59 5bdcd30bd9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:15:42 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 302ae40d59ec0c3dd214405392853de8097373ca Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:48:54 2020 +0100 Fix build & behavior commit 61ce50e6dd9e08987bb7273f678e064edc01d110 Merge: 70c93148d4 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:18:17 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs commit 70c93148d49f776dc68a47c28053258f8a713f54 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Feb 12 09:04:23 2020 +0100 Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressing mode in Position (Mesh) too & Update Tooltips commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 17:18:28 2020 +0100 *Update reference image for HDRP (clear color isn't exactly the same) commit 65883b0f521cd1e1438890084593081400d594a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 16:09:18 2020 +0100 Fix Color Sampling test commit 3e7ab2cddca5556855280709d18395df1229be57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:54:25 2020 +0100 *Update Mesh Sampling vfx commit b46ffc745a55347e4d310e617afd1a40f2c2a804 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:47:06 2020 +0100 Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567 commit 03dff8383f4cc7acb383a630f0745871db2b7303 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:31:48 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555 Remove output count from the SampleMesh for consistency commit 0d6620339efc53b56906226e78b005ab06a0ab53 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:26:24 2020 +0100 *Update test using vertex mesh sampling commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:17:00 2020 +0100 *Use flag in inspector as @julienf suggested commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 11:22:36 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressingMode in Custom Sampling commit 00444271a0c3c1efda6373f16432cad3659d8238 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 10:29:07 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770 commit d4422c88b66f0cf67c561086798b176db69b3d1a Merge: a7052746e1 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:05:59 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit a7052746e10326979c3e4c4d69ddc4004bcad83b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:04:44 2020 +0100 Unexpected change in upm-ci-vfxmain.yml commit 3fa67e367aeda4f85025886d53729111a0d841e6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:57 2019 +0100 Update upm-ci-vfxmain.yml commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d Merge: 442c3cd4e0 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:28 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 08:59:41 2019 +0100 Fix experimental & add mesh vertex count output as suggested by @vlad commit 7e306fe26a8839a9d72f4625a61e91814b4105ce Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:13:04 2019 +0100 Update upm-ci-vfxmain.yml commit 31604a66ff6f0b2031681bf26ac7f59d047d493d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:12:46 2019 +0100 Revert upm-ci-vfxmain.yml commit 9f8cdafdbc98f084453894897b54858a67e75483 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:11:49 2019 +0100 Revert upm-ci-vfx_lwrp.yml commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573 Merge: 858f1a94ed 5b678082c5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:55:52 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 858f1a94edfc88756a43b41d4652624939a6ab57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:49:20 2019 +0100 Restrict constant folding on mesh operation commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:04:40 2019 +0100 *Update ChangeLog.md commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 14:21:01 2019 +0100 Clean useless code commit 8e2e438886de3db5b8ba6c2613102a38947461aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 13:45:51 2019 +0100 Use name expression to compute vertex index commit 8349f56e96668f3656113850048e427859602583 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 09:03:17 2019 +0100 Rename "texture_" to "mesh_" when expression is actually a mesh Remove useless sampler for mesh commit 51f1e01943e4d221a7323363c39656b861a94fe7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 08:39:31 2019 +0100 Update Canvas to include test in graphicTest commit fff4b79856a215bc1d13cb08752f88e40549ddbb Merge: ca39c0d6ec efba8dad57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 07:49:14 2019 +0100 Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset commit ca39c0d6ece391081f786e10e96aa6007af6b18e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 19 11:22:36 2019 +0100 Remove shape test commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 15:02:58 2019 +0100 Temporary : change yamato target to graphics/vfx/fix/mesh-sampling commit aea552d59b018fbf7c217b37d8846e02bfefb349 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:59:04 2019 +0100 *Update player reference images commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:36:49 2019 +0100 Fix PositionMesh commit 05aec35f9a430497583f5b952fa97ce6784c676d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 17:01:52 2019 +0100 *Update graphicTest commit 052cb87133878404390365f0403b6faa44821133 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 15:30:46 2019 +0100 Fix mesh color sampling commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 11:41:59 2019 +0100 Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity commit 2ecdcc54480aa17665db6b980a5ba797539931e9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:28:19 2019 +0100 Add MeshVertexCount operator commit c5b144214270c741bc61a6bc0994c0c5098ba39a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:08:14 2019 +0100 Add a true embedded random in SampleMesh commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 12 18:35:35 2019 +0100 Fix unexpected cast int to uint commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 14:39:06 2019 +0100 Add WIP TODOPAUL commit 6ff729e50e85204a597c0628be601a2b8064cc3e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 13:55:20 2019 +0100 Use uint instead of int & remove RandInt commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:09:22 2019 +0100 *Update Shape.vfx commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:07:11 2019 +0100 Fix build commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:46:47 2019 +0100 Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae Merge: bd366e5cf8 d2bacd6482 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:43:23 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs # com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f Author: Richard Kettlewell <richardk@unity3d.com> Date: Wed Dec 12 12:53:50 2018 +0000 Fix mesh sampling stride and remove fmod when not needed commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:40:06 2018 +0000 color space fix commit 3df16fe0c60a235e3991249553ccf4167bd7d736 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:03:25 2018 +0000 Shape gfx test commit ceef2e0410503647eb1f997f217e9442fb50b823 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 12:32:36 2018 +0000 Remove baking prototype and fix channel offsets commit 39d518807d279fd328cc4408d5f85667f60e719b Author: Richard Kettlewell <richardk@unity3d.com> Date: Mon Dec 10 15:26:55 2018 +0000 Mesh sampling * Commit data files as lfs * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935 Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933 Use simpler & explicit definition of propagated flags * Fix several issue/comment Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765 * Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph * Fix tooltip issue from @lewisjordan Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386 Side note : use mode instead of "addressingMode" in PositionMesh as well. * Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553 * As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777 * Add composition for Position (Mesh) as suggested by @thomasi Co-authored-by: Tristan Genevet <tristan@unity3d.com> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * Support WRITE_MSAA_DEPTH Unlit template * Fix MSAA for lit output * *Update changelog * Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH TODO : Fix Sphere output as well * Fix typo in ParticlePoint * Factorize common fragment Lit & unlit for depth alike passes. * Fix particle hexadreon wrong depth with alpha clip * Revert "Fix particle hexadreon wrong depth with alpha clip" This reverts commit b16bd570440087984c2c8c48279bebb088f748e8. * Allow an object slot to have null as its value (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems ![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d) Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option. ![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df) This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders. ![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f) Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed: ![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2) * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick distance and radius + references * Max scale through expression evaluated on GPU (if needed) * Max3 on CPU * Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91) * Simpler update to use now available ByteAddressBuffer * Temp Workaround a GPU hang We should isolate properly this code. * Proper fix of OOB FetchBuffer * *Update changelog.md * Update assets * Update URP tests assets * More update to assets * Remove old gfx tests images ref * Fix changelog * Fix Construct Matrix on GPU (#102) * Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU * *Update changelog.md * Output Event Helpers (#58) * Base Commit * Moved Files down one folder * Updated Package Configuration, CHANGELOG and documentation * Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour * Small fixes and checks * Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check * Small Fixes * Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly * Other custom Editors + Helpbox * Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in Prefab Spawn * Removed Rerouting Helpers as CopyValuesFrom is broken at the moment. * Fixed ASMDEFs / class accessibility * Updated Documentation * Fixed Class Accessibility for ExposedPropertyDrawer * Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer) Co-authored-by: Thomas ICHÉ <peeweek@gmail.com> * Add support for Gradient sampling with and without gradient mode #100 * Fix changelog * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Revert "Output Event Helpers" (#110) * Revert "Output Event Helpers (#58)" This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78. * Revert "Fix changelog" This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137. * Fix changelog (missing revert) * Fix changelog : Unexpected carriage return * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be dividing by 255. * Update CHANGELOG.md * update asset and script…
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* 10.2 fixes * [VFX] harmonize position + fix API validation (#2365) * property attributes not serialized (#253) * Initial tests * Fix typo * Change the VFXPropertyAttribute class * Use VFXPropertyAttributes in VFXProperty * Refactor interface * Remove old VFXPropertyAttribute class * More fixes * Fix bug in DataAnchorController * Fix invalid cast typo * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * Remove AfterPostProcessing render queue for lit outputs * Remove render queue field from distortion outputs * Update changelog * Update HDRP changelog instead of VFX * Fix issue when converting outputs with invalid render queue # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Fixed Flipbook Texture Names * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * Squashed commit of the following: commit 4cd4cb244d720c87580c3386a75209532f2b8629 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:13:24 2020 +0200 Minor change to ease graphViz output view commit a6f9f78ecff57045899508f8a7bb03c9cc731c29 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:11:09 2020 +0200 Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue) Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags) Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior commit 7c11de30553cbc378926e3a1d6775f361921ad7a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:54:57 2020 +0200 *Update 007 SampleMesh to cover more cases commit 0baa1401f6fad276323d6369eb4330ef717c978f Merge: 40749ce2ba a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 31 18:04:49 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 40749ce2ba015f004c6e161d75c4063edefd0f3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:50:40 2020 +0100 *Reupdate Image (HDRP, there was an issue with shaderGraph) commit fa7ecbf9656db5316a60aadd450414b4d790e9ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:46:02 2020 +0100 *Update reference Image & .vfx (always in HDRP project) commit 7abaf9bbf27c587033ad621301778b15748793e4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 15:13:20 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh commit c5a7a3ed477af8732da0095091c080692c9c64b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 14:52:07 2020 +0100 Add graphic test to cover constant folding (TODO : Update all images) commit 27e3c7464d60659905f13f172c79a79a94b7ac56 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 13:37:38 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 commit 128101bc638d98d9628dc90be078450e1f706534 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 12:39:39 2020 +0100 Minor : forgot a punctation commit 8c395cd600dfd8301cf6c83d1354ba457e49e889 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 11:01:30 2020 +0100 *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488 commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:33:39 2020 +0100 Fix documentation image link (bis) commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:24:13 2020 +0100 *Fix path in documentation commit 662d086481c228491536d1463dfe61198048a263 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:06:12 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790 commit 241ca5edf7451345ecce30da9310b19e24ee37d5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 08:21:56 2020 +0100 *Update documentation commit d89f307aca40f88bdda2dc0e9a0324556e296400 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 17:50:44 2020 +0100 *Update documentation commit 9f79d5a48e22881011ccf978217b21ce44ed9a37 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 15:59:56 2020 +0100 first draft of documentation commit f84300e560bfd3698e27da58a4e93236209ac513 Merge: 9c5bd4e887 c04b64c1b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 13:22:28 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f Merge: f8284406c8 ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:13:09 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit f8284406c8a99ceb442c13e20049ca14efd3cd7d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:12:08 2020 +0100 Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944 Split Texture & Buffer commit 39328fb09e1d470727becea05842cd48ceb7c5e2 Author: Tristan Genevet <tristan@unity3d.com> Date: Wed Mar 11 11:42:23 2020 +0100 Fix delegate set that must not be postponed commit 9ddac63551eea34f630ddea0380035728b97bf3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 17:48:44 2020 +0100 Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial) commit e04224320d5404e44c969e49470eec827622916f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:30:46 2020 +0100 Fix after merge commit fb7dbd291fc063640295b35a24caf87ddccef1f9 Merge: 302ae40d59 5bdcd30bd9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:15:42 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 302ae40d59ec0c3dd214405392853de8097373ca Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:48:54 2020 +0100 Fix build & behavior commit 61ce50e6dd9e08987bb7273f678e064edc01d110 Merge: 70c93148d4 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:18:17 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs commit 70c93148d49f776dc68a47c28053258f8a713f54 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Feb 12 09:04:23 2020 +0100 Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressing mode in Position (Mesh) too & Update Tooltips commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 17:18:28 2020 +0100 *Update reference image for HDRP (clear color isn't exactly the same) commit 65883b0f521cd1e1438890084593081400d594a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 16:09:18 2020 +0100 Fix Color Sampling test commit 3e7ab2cddca5556855280709d18395df1229be57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:54:25 2020 +0100 *Update Mesh Sampling vfx commit b46ffc745a55347e4d310e617afd1a40f2c2a804 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:47:06 2020 +0100 Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567 commit 03dff8383f4cc7acb383a630f0745871db2b7303 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:31:48 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555 Remove output count from the SampleMesh for consistency commit 0d6620339efc53b56906226e78b005ab06a0ab53 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:26:24 2020 +0100 *Update test using vertex mesh sampling commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:17:00 2020 +0100 *Use flag in inspector as @julienf suggested commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 11:22:36 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressingMode in Custom Sampling commit 00444271a0c3c1efda6373f16432cad3659d8238 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 10:29:07 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770 commit d4422c88b66f0cf67c561086798b176db69b3d1a Merge: a7052746e1 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:05:59 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit a7052746e10326979c3e4c4d69ddc4004bcad83b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:04:44 2020 +0100 Unexpected change in upm-ci-vfxmain.yml commit 3fa67e367aeda4f85025886d53729111a0d841e6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:57 2019 +0100 Update upm-ci-vfxmain.yml commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d Merge: 442c3cd4e0 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:28 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 08:59:41 2019 +0100 Fix experimental & add mesh vertex count output as suggested by @vlad commit 7e306fe26a8839a9d72f4625a61e91814b4105ce Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:13:04 2019 +0100 Update upm-ci-vfxmain.yml commit 31604a66ff6f0b2031681bf26ac7f59d047d493d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:12:46 2019 +0100 Revert upm-ci-vfxmain.yml commit 9f8cdafdbc98f084453894897b54858a67e75483 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:11:49 2019 +0100 Revert upm-ci-vfx_lwrp.yml commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573 Merge: 858f1a94ed 5b678082c5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:55:52 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 858f1a94edfc88756a43b41d4652624939a6ab57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:49:20 2019 +0100 Restrict constant folding on mesh operation commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:04:40 2019 +0100 *Update ChangeLog.md commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 14:21:01 2019 +0100 Clean useless code commit 8e2e438886de3db5b8ba6c2613102a38947461aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 13:45:51 2019 +0100 Use name expression to compute vertex index commit 8349f56e96668f3656113850048e427859602583 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 09:03:17 2019 +0100 Rename "texture_" to "mesh_" when expression is actually a mesh Remove useless sampler for mesh commit 51f1e01943e4d221a7323363c39656b861a94fe7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 08:39:31 2019 +0100 Update Canvas to include test in graphicTest commit fff4b79856a215bc1d13cb08752f88e40549ddbb Merge: ca39c0d6ec efba8dad57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 07:49:14 2019 +0100 Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset commit ca39c0d6ece391081f786e10e96aa6007af6b18e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 19 11:22:36 2019 +0100 Remove shape test commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 15:02:58 2019 +0100 Temporary : change yamato target to graphics/vfx/fix/mesh-sampling commit aea552d59b018fbf7c217b37d8846e02bfefb349 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:59:04 2019 +0100 *Update player reference images commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:36:49 2019 +0100 Fix PositionMesh commit 05aec35f9a430497583f5b952fa97ce6784c676d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 17:01:52 2019 +0100 *Update graphicTest commit 052cb87133878404390365f0403b6faa44821133 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 15:30:46 2019 +0100 Fix mesh color sampling commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 11:41:59 2019 +0100 Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity commit 2ecdcc54480aa17665db6b980a5ba797539931e9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:28:19 2019 +0100 Add MeshVertexCount operator commit c5b144214270c741bc61a6bc0994c0c5098ba39a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:08:14 2019 +0100 Add a true embedded random in SampleMesh commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 12 18:35:35 2019 +0100 Fix unexpected cast int to uint commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 14:39:06 2019 +0100 Add WIP TODOPAUL commit 6ff729e50e85204a597c0628be601a2b8064cc3e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 13:55:20 2019 +0100 Use uint instead of int & remove RandInt commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:09:22 2019 +0100 *Update Shape.vfx commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:07:11 2019 +0100 Fix build commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:46:47 2019 +0100 Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae Merge: bd366e5cf8 d2bacd6482 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:43:23 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs # com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f Author: Richard Kettlewell <richardk@unity3d.com> Date: Wed Dec 12 12:53:50 2018 +0000 Fix mesh sampling stride and remove fmod when not needed commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:40:06 2018 +0000 color space fix commit 3df16fe0c60a235e3991249553ccf4167bd7d736 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:03:25 2018 +0000 Shape gfx test commit ceef2e0410503647eb1f997f217e9442fb50b823 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 12:32:36 2018 +0000 Remove baking prototype and fix channel offsets commit 39d518807d279fd328cc4408d5f85667f60e719b Author: Richard Kettlewell <richardk@unity3d.com> Date: Mon Dec 10 15:26:55 2018 +0000 Mesh sampling * Commit data files as lfs * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935 Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933 Use simpler & explicit definition of propagated flags * Fix several issue/comment Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765 * Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph * Fix tooltip issue from @lewisjordan Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386 Side note : use mode instead of "addressingMode" in PositionMesh as well. * Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553 * As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777 * Add composition for Position (Mesh) as suggested by @thomasi Co-authored-by: Tristan Genevet <tristan@unity3d.com> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * Support WRITE_MSAA_DEPTH Unlit template * Fix MSAA for lit output * *Update changelog * Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH TODO : Fix Sphere output as well * Fix typo in ParticlePoint * Factorize common fragment Lit & unlit for depth alike passes. * Fix particle hexadreon wrong depth with alpha clip * Revert "Fix particle hexadreon wrong depth with alpha clip" This reverts commit b16bd570440087984c2c8c48279bebb088f748e8. * Allow an object slot to have null as its value (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values. * Update Blackboard.md * Update VFXBlackboard.uss * sanitize parameter already having range * Clamp enum value works. * Changing switch testValue to uint. * value appearing as menu if mode is enum. * Update CHANGELOG.md * Mutli editor of different values of enum parameter works. * cpoy paste enumValues and min/max when copying parameter. * Copy parameter mode when converting to subgraph. * fix * Fix IsCompatible for uintproperties. transfer known label width when PropertyRM rebuilt. * Vfx/docs/new operator docs (#50) * Added documentation for new operators * Changed bullet format. * Fix creation of StringPropertyRM (#51) * Fix creation of StringPropertyRM * Update CHANGELOG.md * Fix input of event emitting block beeing to small because of output * Multi-mesh output, LODs and compute culling (#14) * Implement multi mesh * Add LOD + lit mesh output support * Small fix + optim * Fix crash with multi mesh + sorting * Fix shader compilation with single mesh and compute culling * implement multi sorting * Add globalSort parameter * Fix camera absolute mode * Fix URP shader compilation * Add frustum culling to LOD * Add frustum culling setting * filter out implicit settings and add tooltips * Add radius scale + tooltips * Add a graphics test * Update change log + lod and multi mesh as experimental features * Forgot a file * Small changes based on QA review * Simulate headers on enum values in SlotContainerEditor (#49) * Simulate headers on enum values in SlotContainerEditor * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com> * Update VFX * Fix for blackboard scrollable element hidden by resize. * Disable LOD test for XR * Fix test threshold that was reset to 0... * Ignoer graphviz folder * Target Gameobject windows resize doesn't go too far above scrollbars * Missing or incorrect unit in uss. * fix for reference image "VFX/Execution" not updated to new path ( warning when adding output) * Change description in package.json to reflect VFX is not out of preview with URP and mobile * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Enable m_CachingShaderPreprocessor (#65) * *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP * Fix for node window staying when clicking elsewhere (#68) * Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md * Prevent resourcehistory from beeing set to null by serialization (#66) * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix position of block creation window (#72) * Fix Missing System Seed Builtin (#70) * Add missing system seed variant * Add test to cover all builtin expression are available through operator (avoid regression) * *Update changelog.md * Fix inconsistant case * Fix indentation * Fix Prefab Highlight for initial event name toggle & override (#71) * Fix prefab blue highlight * *Update changelog.md * Add test for Mesh Stripping (#59) * *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images * Call recreateCopy after recusion test not before. (#52) * Call recreateCopy after recusion test not before. * Update CHANGELOG.md * Uniquify create visual effect gameobject name. Standard behaviour. (#75) * Uniquify create visual effect gameobject name. Standard behaviour. * Update CHANGELOG.md * Use the AssetDatabase.FindAsset to find VFXResources asset (#48) * Use the AssetDatabase.FindAsset to find VFXResources asset * Update CHANGELOG.md * Search VFXResource only if necessary. * LoadUserResourcesIfNeeded * Fix changelog merge * Added feature: User can specify a directory that holds their VFX template assets (#34) Added feature: User can specify a directory that holds their VFX template assets Allow VFX artists to specify an asset directory that holds their own VFX templates aka Systems. This expands on the Systems functionality seen in the Node menu. ## How to use The user directory is set in the menu: Edit -> Preferences -> Visual Effects -> User Systems ![image (1)](https://github.cds.internal.unity3d.com/storage/user/2318/files/d738c680-a1bb-11ea-94d4-68711743821d) Open a VFX asset in the VFX Graph. Press spacebar to open the Node menu and note the new User Systems option. ![image (2)](https://github.cds.internal.unity3d.com/storage/user/2318/files/20891600-a1bc-11ea-8ab4-831989aef9df) This option points to the User Systems directory specified by the user. This option will only show up if the user has set the directory to a valid location. It supports nested folders. ![image (3)](https://github.cds.internal.unity3d.com/storage/user/2318/files/4d3d2d80-a1bc-11ea-954f-4c29da91253f) Compare this to the folder structure in Assets. Note that empty folders and folders not containing VFX assets are not displayed: ![image (4)](https://github.cds.internal.unity3d.com/storage/user/2318/files/7cec3580-a1bc-11ea-86e1-fa3154e108a2) * Vfx/fix/1246989 normals and scale (#81) * Fix normal for lit mesh and non uniform scales * Use inverse transpose in planar primitives * Fix planar primitive with non uniform scale in local * Add gfx test * Add comment * Update changelog * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context * Add case to changelog * Temporarily deactivate non uniform scale test (Some files were lost :() * [Test] Enable test to cover properly reset override behavior (#80) * Renable test to cover issue 1206890 * Fix newly introduced test : Exepcted value is original after reset override & handle correctly color * int and uint support in Compare (#53) * Add int and uint to Compare node and condition expression * minor fixes * Change SerializeType so that tests are correct against System.Type and null * Fix switch * Update changelog * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching (#78) * Fix square complexity on parameter to serialized property matching * Update CHANGELOG.md * Fix vfx view not beeing framed at launch (#79) * Fix vfx view not beeing framed at launch * safer implementation * Update CHANGELOG.md * Fix for the lookup of mixed values in the VisualEffectEditor with obj… (#84) * Fix for the lookup of mixed values in the VisualEffectEditor with objects that can be null * Update CHANGELOG.md * SampleSDF operator (#88) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Fix Shadow compilation using shaderGraph (URP/HDRP) (#77) * *Prepare a proper way to test different shadow cases * prepare a shadow graph unlit (modifying alpha) * Add reference data for shadow test * Minimal data for reproduce issue 1259511 * Fix shadowpath using common integration of PassDepthOrMV & adding VFX_PASSDEPTH_SHADOW define * *Update ShadowMaterial * *Update ShaderGraphShadow.vfx * *Move shader to common testing asset * Add equivalent test for URP * Add graphicTest for URP * *Update reference images * Fix display of alphaTreshold slider with shaderGraph : only if transparent using motionVector or shadowCasting * Fix alphaClipping condition (will require validation of @shader-graph) : use proper boolean synchronized instead of testing slot presence * Fix incorrect block listing * *Update changelog.md * Fix pass selection for lit effect * Early remove ports which aren't active in VFXTarget : save code compilation & cleaner solution * Voluntary add disabled branch on shadow unlit to cover alphaTreshold case * *Minor comment * Fix return alpha clipping (missing actual alpha test enabled) * *Restore deleted file (to minimize change in MR, these files can be directly deleted on vfx/staging) * VFX Graph Bugfix for shader compilation error in scene selection pass: 'Shaderpass should be defined at this stage.' # Conflicts: # com.unity.visualeffectgraph/Shaders/ParticlePlanarPrimitives/PassDepthOrMV.template * Revert unexpected change iVisualEffectGraph_HDRP\ProjectSettings\EditorBuildSettings.asset * *Update reference image & Fix treshold for URP scene which was really too low (set to default 5e-4f) * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/77#discussion_r69288 It was a bad merge Co-authored-by: pastasfuture <pastasfuture@gmail.com> * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * Change the way rand expression equality is handled * Refactor a bit * Add editor test * World to Viewport Point & Viewport to World Point operators + Test (#98) * World to Viewport Point & Viewport to World Point operators + Test First implementation of World to Viewport Point operator and its reciprocal Viewport to World Point operator. Includes a test scene for these 2 operators. * Update CHANGELOG.md Update Changelog * Added documentation md files. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Make null ( not deserializable ) objects part of undo state (#86) * Fix compile loop in vfxoperator (#61) * Update to visual studio package 2.0.2 (#74) * Fix SDF Operators and blocks from PR #88 (#94) * Operator creation, does NOT sample an SDF * First implementation of the sampleSDF operator, might not be optimised * Delete VFXExpressionSampleSDF.cs * Updated Test Graph * Better handling of out of bounds queries for normals and distances * Delete HDRenderPipelineEditorResources.asset * Delete XRPackageSettings.asset * Assumption that the SDF is baked in the world space, in a box matching the orientedBox given as input * Update 27_SampleSDF.vfx * Update 27_SampleSDF.vfx * restored the deleted asset * Enforces and apply the 4 parents max rule * Removes the return statements in branch * Revert "restored the deleted asset" This reverts commit 57757b5a3ed4c303c34dc7dc920ad6d0328fcfdb. * Revert "Revert "restored the deleted asset"" This reverts commit 7753b4e85aba5d75e8af659aedc66515a0c56e20. * Fix compilation error and warnings * Fix Pascal case * Fix Pascal. Really. * Revert "Revert "Revert "restored the deleted asset""" This reverts commit daf8b79a78f55b47b6bd85afd9008a57d96f50f1. * Uses the Inverse-Transpose matrix for SDF related normal transformations (for non uniform scaling) * Delete packages-lock.json * Revert "Delete packages-lock.json" This reverts commit 4a10123f3171d6cf981c5effa52128ebb1411735. * Revert "Revert "Delete packages-lock.json"" This reverts commit 84d700f0f1fde91d4ad5a6ab87f3946216f883f4. * Restore this mistakenly modified file * Update 27_SampleSDF.vfx * Get rid of useless transpose * Added Graphic Test * Added reference images * Fix incorrect out-of-bounds check + auto recompile * Added reference images * Clarify the name of the output * Remove the use of inverse transpose for the "normals" * Restore the Inverse Transpose and modify Collision code * Restore Conform and Collide previous behavior + direction points to the surface * add documentation * Consistent distance and normal handling + ref images * Cleaning + World space stick distance and radius + references * Max scale through expression evaluated on GPU (if needed) * Max3 on CPU * Fix Mesh Sampling for PS4/XOne (ByteAddressBuffer) (#91) * Simpler update to use now available ByteAddressBuffer * Temp Workaround a GPU hang We should isolate properly this code. * Proper fix of OOB FetchBuffer * *Update changelog.md * Update assets * Update URP tests assets * More update to assets * Remove old gfx tests images ref * Fix changelog * Fix Construct Matrix on GPU (#102) * Fix VFXExpressionVector3sToMatrix & VFXExpressionVector4sToMatrix evaluation on GPU * *Update changelog.md * Output Event Helpers (#58) * Base Commit * Moved Files down one folder * Updated Package Configuration, CHANGELOG and documentation * Fixed Behavior of ExposedProperty by implementing a simple Drawer / Debug Behaviour * Small fixes and checks * Updated Documentation / Renamed Attribute handler RigidBody to RigidBodyVeolcity + Safe check * Small Fixes * Added the Execute In Editor Capability + Custom Inspectors in order to handle the capability correctly * Other custom Editors + Helpbox * Added CMCameraShake Editor + Capabilities / Fixed Possible Circular Reference in Prefab Spawn * Removed Rerouting Helpers as CopyValuesFrom is broken at the moment. * Fixed ASMDEFs / class accessibility * Updated Documentation * Fixed Class Accessibility for ExposedPropertyDrawer * Updated Changelog (missing entry for Exposed Proeprty Custom Property Drawer) Co-authored-by: Thomas ICHÉ <peeweek@gmail.com> * Add support for Gradient sampling with and without gradient mode #100 * Fix changelog * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Revert "Output Event Helpers" (#110) * Revert "Output Event Helpers (#58)" This reverts commit eb830bbf40be2dc6b696aa72885446c05ad9bf78. * Revert "Fix changelog" This reverts commit f6fd8a5183b75caf04f9a3544bd5da9e5aa11137. * Fix changelog (missing revert) * Fix changelog : Unexpected carriage return * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be di…
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commit b6b0cdca59dd4026117bd3e65e14d17e00b95b09 Author: Lewis Jordan <lewis.jordan@hotmail.co.uk> Date: Mon Oct 19 15:42:25 2020 +0100 Updated the light cheat sheet to include pbs sky (#2273) Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com> commit c1b3c12041fced756ccc84b90940f1a1fa0d0053 Author: Lewis Jordan <lewis.jordan@hotmail.co.uk> Date: Mon Oct 19 15:42:06 2020 +0100 Screenshot audit and bugfix (#2259) * Updated DecalProjector screenshot * Updated environment lighting page and screenshot * Fixed bug in frame settings doc * Update Frame-Settings.md * Updated volume override images * Updated post-processing docs * Updated SSR reference doc * Finished screenshot audit * Fixed bug in autodesk shaders * Added debug menu entries * Added RequestedVirtualTextureTiles entry * Updated outdated docs that did not reflect the image * Update Render-Pipeline-Debug-Window.md Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com> commit dcc46748cae48698496983a50d317a5118d6f8c0 Author: Lewis Jordan <lewis.jordan@hotmail.co.uk> Date: Mon Oct 19 15:41:34 2020 +0100 Updated ray-traced shadows doc to include information about double sided materials (#2257) commit 691b32e00d109a135a842069e19a693e1d945e44 Author: sebastienlagarde <sebastien@unity3d.com> Date: Mon Oct 19 15:45:55 2020 +0200 Bump version to 10.2.0 (#2268) * Bump version to 10.2.0 * bumped shader minimum package version in version.hlsl * Fix various typo and bump core * add missing date to shader graph Co-authored-by: Felipe Lira <felipedrl@gmail.com> commit 2e401c61ffca7312ba503d7be5dfd5e58b25d01f Author: noreply@unity3d.com <noreply@unity3d.com> Date: Mon Oct 19 01:42:40 2020 +0000 [CI] Updated .ymls to new revision commit 0350ec7898029cea083bbc9cc6dd979460b6ee16 Author: Chris Tchou <ctchou@unity3d.com> Date: Sun Oct 18 08:11:48 2020 -0700 [ShaderGraph] [bugfix 1206438] Detect and handle subgraph deletion while subgraph node is in use (#2186) commit 48c802198267897ecaa28a71d94ab913f4b8b33b Author: noreply@unity3d.com <noreply@unity3d.com> Date: Sun Oct 18 01:47:04 2020 +0000 [CI] Updated .ymls to new revision commit d0680d5a8ac4f6e0f8dc9e265e8179c7ca81bb7c Author: noreply@unity3d.com <noreply@unity3d.com> Date: Sat Oct 17 02:11:25 2020 +0000 [CI] Updated .ymls to new revision commit 3eaea35384d31cf5bfcef815a1b2fd44075a3e0a Author: Alex Lindman <39529353+alindmanUnity@users.noreply.github.com> Date: Fri Oct 16 15:43:20 2020 -0700 [10.2][Shader Graph] Small UI Bugfixes (#2029) * change exposuire node label to avoid text clipping solves case 1265057 * move mesh deformation nodes into utility category fixes 1227081 * update changelogs * move mesh deform nodes to input and update docs * add cross pipeline note to target and upgrade guide docs * Docs edit * Move changelog entries to 10.2 section Co-authored-by: Sharlene Tan <sharlenet@unity3d.com> Co-authored-by: Marc Templin <marcte@unity3d.com> commit 846e8dc61254147f5a0181d0b89fe5a7c4bebcbf Author: Chris Tchou <ctchou@unity3d.com> Date: Fri Oct 16 15:31:37 2020 -0700 [ShaderGraph] [bugfix 1241602] Sample2DLOD node will compile on GLES2 devices, but always returns opaque black (#1903) commit b61baf0ba523c6583d7b4c02440de5a3956d6c93 Author: Chris Tchou <ctchou@unity3d.com> Date: Fri Oct 16 15:20:08 2020 -0700 [ShaderGraph] [bugfix 1283800] Make shader versioning semi-deterministic (#2138) commit c9c885575b82fc6a374fdc9f4d64dde755bbea19 Author: elizabeth-legros <59933602+elizabeth-legros@users.noreply.github.com> Date: Fri Oct 16 17:01:28 2020 -0500 Update CHANGELOG.md (#2266) Actual changes are in 10.1 so retconning the fix into those notes even though this won't publish until 10.2. commit 1c66550ead8d8a5579e9080ed7bd14df6d3869f6 Author: noreply@unity3d.com <noreply@unity3d.com> Date: Fri Oct 16 19:54:59 2020 +0000 [CI] [2020.2] Updated latest editors metafile commit 90948d0e89fdbf29b8452f27ffb9291cefd607f3 Author: Felipe Lira <felipedrl@gmail.com> Date: Fri Oct 16 15:48:05 2020 +0200 [10.x.x] Filter list of events in RenderObjects pass to only show valid events. (#2125) * Fixed issue that caused the RenderObjectsPass to render incorrectly when set to events before BeforeRenderingOpaques. * Added API docs for events. Added BeforeRenderingPrepasses to RenderObjects UI. * updated changelog * Addressed PR feedback. commit 890b14cc428ae61dd5c3a510b5c8d5518ae7b4c1 Author: Sophia <16596228+sophiaaar@users.noreply.github.com> Date: Fri Oct 16 15:46:33 2020 +0200 [URP][Performance] Enable subset of perf tests in nightly jobs (#2157) Too many commits to list. see the PR for full changes Co-authored-by: Liis Kivistik <liis.kivistik@unity3d.com> Co-authored-by: Sean Stolberg <seans@unity3d.com> commit 544de544b923426b18b633c470a31a739532e0c4 Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Fri Oct 16 11:29:00 2020 +0200 Fixed the link to Changelog. (#2254) commit 18623463f30f75badd220d17b23251bb602a3296 Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Fri Oct 16 11:03:09 2020 +0200 What's new in URP 10 (#2228) * Images for What's New * Created the What's New section. * Fixed typo. * Minor formatting fix. * Change from Martin T. * Last changes. commit 111ed2e673594a878615d58d96308c53444f1b4d Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Fri Oct 16 10:51:17 2020 +0200 Created the page Known Issues (URP 10). (#2245) * Created the page Known Issues (URP 10). * Added the link to the issue tracker. commit 66237e6898e58b6a0effddfaae40459babcb4987 Merge: fef8b17d2f 320da10c01 Author: sebastienlagarde <sebastien@unity3d.com> Date: Fri Oct 16 10:09:50 2020 +0200 Merge pull request #2250 from Unity-Technologies/srp/change-min-version Change min version to 2020.2b8 commit 320da10c01550f013b59b539758328bff30e0b57 Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Fri Oct 16 10:05:19 2020 +0200 Change min version to 2020.2b8 commit fef8b17d2f500709822ac53bc4573cc9dae204fc Author: Lukas Chodosevičius <lukasc@unity3d.com> Date: Fri Oct 16 11:00:24 2020 +0300 Adding conditionals for baked shadow calculation and shadowmask if ba… (#2236) * Adding conditionals for baked shadow calculation and shadowmask if baked shadow is used. This increases performance for mobile platforms as they can avoid some calculation * Fixing lightprobes to work for shadowmask dynamic objects that are using baked shadow * Optimizing baked shadow selection (Suggested by Felipe). Also changing k_DefaultLightsProbeChannel constant ot correct one commit d55e669465c6b8f7873297614340808fb073ef91 Merge: eccca8b441 57498c9a67 Author: sebastienlagarde <sebastien@unity3d.com> Date: Fri Oct 16 08:46:10 2020 +0200 Merge pull request #2248 from Unity-Technologies/HDRP/staging Fix HDRP API doc commit 57498c9a6792b16aed9e23f6d41f7962c9da2adb Author: JulienIgnace-Unity <julien@unity3d.com> Date: Fri Oct 16 08:42:47 2020 +0200 HDRP public API doc (#2237) * Updated missing doc for HDRP package * Update hdrp config doc * Update based on review Co-authored-by: Sebastien Lagarde <sebastien@unity3d.com> commit cad5a09335424b71dc6a44bc3d16700451ad991c Merge: 0d164f2e24 eccca8b441 Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Thu Oct 15 23:35:20 2020 +0200 Merge branch 'master' into HDRP/staging commit eccca8b441fe0059e449aba0d1b398543d2b9ac2 Author: sebastienlagarde <sebastien@unity3d.com> Date: Thu Oct 15 23:34:13 2020 +0200 Remove XR system test + Fix cinemachine in template + Add dxr test (#2247) commit 0d164f2e24a542d8e175b9864a25676810deb86f Author: sebastienlagarde <sebastien@unity3d.com> Date: Thu Oct 15 20:58:38 2020 +0200 Update cinemachine 2.6.1 (#2246) commit 183d6229effdb07591c62f562baaab7b65fc64a5 Author: Julien Ignace <julien@unity3d.com> Date: Thu Oct 15 18:30:16 2020 +0200 Revert "Fix shadows culling with XR (#2223)" This reverts commit 922ca4673b18d1e62eb2e09fc85516b72c1743d7. # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md commit aa21bbd4123443beb278ee374ad928abd774cdf2 Author: Fabien Houlmann <44069206+fabien-unity@users.noreply.github.com> Date: Thu Oct 15 10:59:48 2020 -0400 remove XRSystemTests (#2241) commit 3129d19e2af79ca42ba183e3de09b133e548198d Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Thu Oct 15 14:27:21 2020 +0200 Changes to XR feature comparison, from Matt Fuad. (#2232) commit 0a3abbb5497ebe8e9c675e401f87c915b85e61b1 Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Thu Oct 15 14:25:23 2020 +0200 Added the upgrade instruction and the requirements for URP 10.1. (#2196) commit 0a9fa40ca2a2b5e52fc4b36f8234d9738e412b0f Author: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> Date: Thu Oct 15 14:22:45 2020 +0200 Fixed the formatting of the table for the Shadows section. (#2194) commit 106d63a9b02140ebe629704173a8be0ec5fb7e0c Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Thu Oct 15 14:05:51 2020 +0200 fix #if defined(UNITY_REVERSED_Z) usage => #if UNITY_REVERSED_Z commit 409a092ef5f0616288ca2dc2b1edf5e12fc1a939 Author: Martin Thorzen <35328557+martint-unity@users.noreply.github.com> Date: Thu Oct 15 13:50:15 2020 +0200 Removing the asset database save call (#2207) * Removing the asset database save call * added changelog commit 478145ccc1990d695415d4975442099dc6eb4fcd Author: Felipe Lira <felipedrl@gmail.com> Date: Thu Oct 15 11:54:07 2020 +0200 [10.x.x] Added LightMode documentation. (#1997) * Added LightMode documentation. * fixed formatting * Edited the LightMode tag input from Felipe. * Input from Felipe. Co-authored-by: Oleksandr Kokoshyn <oleksandr.kokoshyn@unity3d.com> commit 94e8a73cd5f27fb842fdb9be517b624faa574c93 Author: Tomas Zigmantavičius <30701728+tomzig16@users.noreply.github.com> Date: Thu Oct 15 12:01:33 2020 +0300 [10.x.x] Android remove redundant SDK tools check (#2104) * Remove mklink command from yamato Android jobs * Remove Android build tools setup from SetupProject.cs * Run ruamel build.py commit cec0431b521ba4ff6c3de2af185cc4e923c9104f Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Thu Oct 15 10:16:06 2020 +0200 Fix for non-static objects not being present at times in OnEnable probes (#1768) commit 0dd86b51132224dcf9896582089c0b61d696d3e8 Merge: 90e2798e7f 730b9ecb8b Author: Sebastien Lagarde <sebastien@unity3d.com> Date: Thu Oct 15 10:14:37 2020 +0200 Merge branch 'master' into HDRP/staging commit 90e2798e7f511160d882208b1122b7815d998b08 Author: Tianliang Ning <paula.s.ning@gmail.com> Date: Wed Oct 14 15:42:21 2020 -0700 Add test for DXR alembic support (#2054) * Add alembic test to HDRP_DXR_Tests * Update alembic reference images * Use Yamato reference images * XR test updated reference image * Revert reference image for WindowsEditor. It looks like playmode_XR has a different result than playmode and playmode_Rendergraph * Modify alembic test to confirm alembic works with ray tracing by viewing alembic mesh via ray traced reflection * Set XR threshold multiplier to 1.5, based on other tests that have to wait for frame * Update WindowsEditor reference image * updated most prefabs to not be prefab variants unecesssarily, updated diffusion profile for bamboo leaves, fixed wood normal map, rebaked, added new "medium" bake settings * [CI] Updated .ymls to new revision * Expose PointCacheAsset textures (#2030) Currently there's no pCache property in vfx graph, this change exposes textures to make them usable instead of pCache. More: https://forum.unity.com/threads/expose-point-cache-as-blackboard-attribute.856603/#post-6355635 * Fixed links and images Fixed issues in the ToC, links in all docs and images in all docs. * Fix Static-shader-analysis.md links. Changed file name of Static-shader-analysis.md and fixed links. * removed useless -preview.1 * Toc name change Also amended links. * TableOfContents name change. * Universal/fixing changelog (#2090) * removing duplicate Added sections * removed accidental added text * Fixed the dates issue * Moved fixed to the right section * Updated fontainbleau compatability and added relevant links * Fix clear coat chagelog issues. (#2095) * Renamed UI `Vector1` to `Float` / Renamed enum `Float` precision to `Single` (V2) (#1979) * rename precision from float to single * rename vector 1 to float * rename vector1 in the documentation * Update Compositor-User-Guide.md * Update Upgrade-Guide-10-0-x.md * fix precision test * add search synonym to upgraded node * update precision test graph * Fixed extra whitespaces and minor rewording * Rename also all enum which a Vector1 inside to get correct string conversion as float * Renamed Float.md and updated links to it * Revert "Rename also all enum which a Vector1 inside to get correct string conversion as float" This reverts commit 3d5fe9b48a1c2b7642b40327c5fea7a259016638. * rename property type to have correct type display * Update DiffusionProfileShaderProperty.cs * Fix blackboard info name after merge of Antoie PR * rename the uss color mode to keep correct banding color Co-authored-by: Alex Lindman <alexandral@unity3d.com> Co-authored-by: Sharlene Tan <sharlenet@unity3d.com> * VFX Staging to Master for 10.1 (#1945) * property attributes not serialized (#253) * Initial tests * Fix typo * Change the VFXPropertyAttribute class * Use VFXPropertyAttributes in VFXProperty * Refactor interface * Remove old VFXPropertyAttribute class * More fixes * Fix bug in DataAnchorController * Fix invalid cast typo * Remove shader warnings (#261) * Fix shader warnings in test projects * Update changelog * Vfx/feature/filter enum (#243) * Allow filtering enums values in VFXModels. * Add an explicit GetHashCode() to default NameNType. * Update CHANGELOG.md * Update VFXHDRPSubOutput.cs * fix based on review * Remove raytracing enumerator filter as it was removed from HDRP enum * Remove irrelevant render queues from some HDRP outputs (#263) * Remove AfterPostProcessing render queue for lit outputs * Remove render queue field from distortion outputs * Update changelog * Update HDRP changelog instead of VFX * Fix issue when converting outputs with invalid render queue # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md * Fixed Flipbook Texture Names * Update CHANGELOG.md * Fix exception when creating new category on new visual effect asset. * Forward port - Dont remove suboutputs objects if it cannot be deserialized (#205) * Fix to graft : support for flag enum in inspector * *Update changelog * Revert "Fix Enum Flag" (#15) * "Fix Enum Flag" (#16) This reverts commit f26a487b09e7f4941b833479b335f179b7dcc241. * Fix for Initial Event field height, (#17) * Fix for Initial Event field height, that were clipping the bottom of legged letters * Update CHANGELOG.md * Vfx/fix colorfield height (#19) * Fix color field height * changelog * Mesh Sampling (revival) (#1) * Squashed commit of the following: commit 4cd4cb244d720c87580c3386a75209532f2b8629 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:13:24 2020 +0200 Minor change to ease graphViz output view commit a6f9f78ecff57045899508f8a7bb03c9cc731c29 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 18:11:09 2020 +0200 Fix VFXObjectValue initial flag (cc @tristan) : Store ContentType & return it in VFXObjectValue directly (VFXObjectValue become an extension of VFXValue) Fix regression introduced by my change at 7abaf9bbf27c587033ad621301778b15748793e4 (due to missing in PropagateParentsFlags) Add OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant & OuputExpression_From_Slot_Mesh_Should_Be_Invalid_Constant_Propagation to ease the check of expected behavior commit 7c11de30553cbc378926e3a1d6775f361921ad7a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:54:57 2020 +0200 *Update 007 SampleMesh to cover more cases commit 0baa1401f6fad276323d6369eb4330ef717c978f Merge: 40749ce2ba a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 31 18:04:49 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 40749ce2ba015f004c6e161d75c4063edefd0f3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:50:40 2020 +0100 *Reupdate Image (HDRP, there was an issue with shaderGraph) commit fa7ecbf9656db5316a60aadd450414b4d790e9ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 21:46:02 2020 +0100 *Update reference Image & .vfx (always in HDRP project) commit 7abaf9bbf27c587033ad621301778b15748793e4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 15:13:20 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 : set InvalidConstant directly on VFXValueType of Mesh commit c5a7a3ed477af8732da0095091c080692c9c64b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 14:52:07 2020 +0100 Add graphic test to cover constant folding (TODO : Update all images) commit 27e3c7464d60659905f13f172c79a79a94b7ac56 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 26 13:37:38 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r44714 commit 128101bc638d98d9628dc90be078450e1f706534 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 12:39:39 2020 +0100 Minor : forgot a punctation commit 8c395cd600dfd8301cf6c83d1354ba457e49e889 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 24 11:01:30 2020 +0100 *Update documentation from @lewis feedback https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-18488 commit 28f0ca20a0c422c5a5f1e64e1401271f63762ade Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:33:39 2020 +0100 Fix documentation image link (bis) commit 1b102c1c1ef3d3da69c9aa4332737e3f935959fa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:24:13 2020 +0100 *Fix path in documentation commit 662d086481c228491536d1463dfe61198048a263 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 09:06:12 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43790 commit 241ca5edf7451345ecce30da9310b19e24ee37d5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 23 08:21:56 2020 +0100 *Update documentation commit d89f307aca40f88bdda2dc0e9a0324556e296400 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 17:50:44 2020 +0100 *Update documentation commit 9f79d5a48e22881011ccf978217b21ce44ed9a37 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 15:59:56 2020 +0100 first draft of documentation commit f84300e560bfd3698e27da58a4e93236209ac513 Merge: 9c5bd4e887 c04b64c1b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 20 13:22:28 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 9c5bd4e88764d91371d0551fdf3fe64654c2e63f Merge: f8284406c8 ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:13:09 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit f8284406c8a99ceb442c13e20049ca14efd3cd7d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Mar 16 10:12:08 2020 +0100 Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43071 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43068 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r43067 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#pullrequestreview-50944 Split Texture & Buffer commit 39328fb09e1d470727becea05842cd48ceb7c5e2 Author: Tristan Genevet <tristan@unity3d.com> Date: Wed Mar 11 11:42:23 2020 +0100 Fix delegate set that must not be postponed commit 9ddac63551eea34f630ddea0380035728b97bf3a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 17:48:44 2020 +0100 Add sample test for case 1226578 (TODO : fix HDRP 007_SimpleMaterial) commit e04224320d5404e44c969e49470eec827622916f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:30:46 2020 +0100 Fix after merge commit fb7dbd291fc063640295b35a24caf87ddccef1f9 Merge: 302ae40d59 5bdcd30bd9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 10 15:15:42 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 302ae40d59ec0c3dd214405392853de8097373ca Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:48:54 2020 +0100 Fix build & behavior commit 61ce50e6dd9e08987bb7273f678e064edc01d110 Merge: 70c93148d4 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 10:18:17 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs commit 70c93148d49f776dc68a47c28053258f8a713f54 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Feb 12 09:04:23 2020 +0100 Relate to issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressing mode in Position (Mesh) too & Update Tooltips commit e5d35ed0d6b6398c7d25d02166a32ca7d2afec65 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 17:18:28 2020 +0100 *Update reference image for HDRP (clear color isn't exactly the same) commit 65883b0f521cd1e1438890084593081400d594a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 16:09:18 2020 +0100 Fix Color Sampling test commit 3e7ab2cddca5556855280709d18395df1229be57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:54:25 2020 +0100 *Update Mesh Sampling vfx commit b46ffc745a55347e4d310e617afd1a40f2c2a804 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:47:06 2020 +0100 Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15567 commit 03dff8383f4cc7acb383a630f0745871db2b7303 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:31:48 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#issuecomment-15555 Remove output count from the SampleMesh for consistency commit 0d6620339efc53b56906226e78b005ab06a0ab53 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:26:24 2020 +0100 *Update test using vertex mesh sampling commit 33433a4ccacc91c5861957b4f1d414d91eb1abb5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 15:17:00 2020 +0100 *Use flag in inspector as @julienf suggested commit f6d9f3ab494b50dcd15ad7104ff0ea40f398cee9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 11:22:36 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36772 Add adressingMode in Custom Sampling commit 00444271a0c3c1efda6373f16432cad3659d8238 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 10:29:07 2020 +0100 Resolve issue : https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36771 & https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/197#discussion_r36770 commit d4422c88b66f0cf67c561086798b176db69b3d1a Merge: a7052746e1 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:05:59 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit a7052746e10326979c3e4c4d69ddc4004bcad83b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 09:04:44 2020 +0100 Unexpected change in upm-ci-vfxmain.yml commit 3fa67e367aeda4f85025886d53729111a0d841e6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:57 2019 +0100 Update upm-ci-vfxmain.yml commit 8abf8e07dbe96fb4f02ab0733e3f22fa30622a7d Merge: 442c3cd4e0 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:34:28 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 442c3cd4e0264a0ef2942ebbe4c1476da370d848 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 08:59:41 2019 +0100 Fix experimental & add mesh vertex count output as suggested by @vlad commit 7e306fe26a8839a9d72f4625a61e91814b4105ce Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:13:04 2019 +0100 Update upm-ci-vfxmain.yml commit 31604a66ff6f0b2031681bf26ac7f59d047d493d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:12:46 2019 +0100 Revert upm-ci-vfxmain.yml commit 9f8cdafdbc98f084453894897b54858a67e75483 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 13:11:49 2019 +0100 Revert upm-ci-vfx_lwrp.yml commit e95e7659b7f0a5a6cf1fc15ee8aef9a207038573 Merge: 858f1a94ed 5b678082c5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:55:52 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling commit 858f1a94edfc88756a43b41d4652624939a6ab57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:49:20 2019 +0100 Restrict constant folding on mesh operation commit 1b5216571e1a8b6d21787f10f33c4a819729c0ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 16:04:40 2019 +0100 *Update ChangeLog.md commit 651ce34b5baa57c43b2aff6b10f602f4643ec13a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 14:21:01 2019 +0100 Clean useless code commit 8e2e438886de3db5b8ba6c2613102a38947461aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 13:45:51 2019 +0100 Use name expression to compute vertex index commit 8349f56e96668f3656113850048e427859602583 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 09:03:17 2019 +0100 Rename "texture_" to "mesh_" when expression is actually a mesh Remove useless sampler for mesh commit 51f1e01943e4d221a7323363c39656b861a94fe7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 08:39:31 2019 +0100 Update Canvas to include test in graphicTest commit fff4b79856a215bc1d13cb08752f88e40549ddbb Merge: ca39c0d6ec efba8dad57 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 26 07:49:14 2019 +0100 Merge branch 'refs/heads/vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset commit ca39c0d6ece391081f786e10e96aa6007af6b18e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 19 11:22:36 2019 +0100 Remove shape test commit 2aedcdd8bcee3342fc2a43be759f7c31d77628d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 15:02:58 2019 +0100 Temporary : change yamato target to graphics/vfx/fix/mesh-sampling commit aea552d59b018fbf7c217b37d8846e02bfefb349 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:59:04 2019 +0100 *Update player reference images commit b0ab2685f7bdbd0b859a010422e8074bc95bfbc3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 18 14:36:49 2019 +0100 Fix PositionMesh commit 05aec35f9a430497583f5b952fa97ce6784c676d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 17:01:52 2019 +0100 *Update graphicTest commit 052cb87133878404390365f0403b6faa44821133 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 15:30:46 2019 +0100 Fix mesh color sampling commit c2db4d2ebe41d1ba0648b439bb167e486fd318ff Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 14 11:41:59 2019 +0100 Use explicit VFXExpressionMesh.GetVertexCount which handle in unified way to mesh nullity commit 2ecdcc54480aa17665db6b980a5ba797539931e9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:28:19 2019 +0100 Add MeshVertexCount operator commit c5b144214270c741bc61a6bc0994c0c5098ba39a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Nov 13 10:08:14 2019 +0100 Add a true embedded random in SampleMesh commit d4e9dcf5a9abbc6ad79315cc1c60afe79f94af87 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Nov 12 18:35:35 2019 +0100 Fix unexpected cast int to uint commit 0fc7ed15c61435dbe917a56da4c939de35b57f2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 14:39:06 2019 +0100 Add WIP TODOPAUL commit 6ff729e50e85204a597c0628be601a2b8064cc3e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 8 13:55:20 2019 +0100 Use uint instead of int & remove RandInt commit 22770d8cfef4135a054e0ed7194ee4a45b1497b4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:09:22 2019 +0100 *Update Shape.vfx commit 5d17343ddd478986d867e6d0f499cb5bd6c93d52 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 15:07:11 2019 +0100 Fix build commit 3a2729fb19b09fda873eff06ebad83b38b84ceb6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:46:47 2019 +0100 Report changes from https://github.cds.internal.unity3d.com/unity/vfx-graph/blob/bd366e5cf8dc25b725a4f064ad65577d26d1f51f/com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit cc0a36b42965c6e04f9b088d363f68ec8b2d41ae Merge: bd366e5cf8 d2bacd6482 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Nov 4 14:43:23 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/mesh-sampling # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXCodeGenerator.cs # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs # com.unity.visualeffectgraph/Shaders/VFXCommon.cginc commit bd366e5cf8dc25b725a4f064ad65577d26d1f51f Author: Richard Kettlewell <richardk@unity3d.com> Date: Wed Dec 12 12:53:50 2018 +0000 Fix mesh sampling stride and remove fmod when not needed commit 706aa48a4a98b76f5f2a4d190b4df9250e0896dc Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:40:06 2018 +0000 color space fix commit 3df16fe0c60a235e3991249553ccf4167bd7d736 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 16:03:25 2018 +0000 Shape gfx test commit ceef2e0410503647eb1f997f217e9442fb50b823 Author: Richard Kettlewell <richardk@unity3d.com> Date: Tue Dec 11 12:32:36 2018 +0000 Remove baking prototype and fix channel offsets commit 39d518807d279fd328cc4408d5f85667f60e719b Author: Richard Kettlewell <richardk@unity3d.com> Date: Mon Dec 10 15:26:55 2018 +0000 Mesh sampling * Commit data files as lfs * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47935 Rename IsTypeCanBeConstantFolded into IsTypeConstantFoldable * Resolve issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r47933 Use simpler & explicit definition of propagated flags * Fix several issue/comment Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50761 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50762 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50764 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r50765 * Switch 007_SimpleMaterial from Lit to Unlit to avoid any change from shadergraph * Fix tooltip issue from @lewisjordan Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51380 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51381 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51382 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51383 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51384 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51385 Fix issue from https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51386 Side note : use mode instead of "addressingMode" in PositionMesh as well. * Fix issue : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#discussion_r51553 * As suggested by @julienf default VFXOperatorUtility.SequentialAddressingMode to Clamp for performance in https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/1#issuecomment-20777 * Add composition for Position (Mesh) as suggested by @thomasi Co-authored-by: Tristan Genevet <tristan@unity3d.com> * Update experimental disclaimers (#367) * Updated experimental disclaimers * Removed link and added description instead. * [HDRP] MSAA & MotionVector (#12) * Support WRITE_MSAA_DEPTH Unlit template * Fix MSAA for lit output * *Update changelog * Fix SSAO (among other passes) integrating WRITE_MSAA_DEPTH TODO : Fix Sphere output as well * Fix typo in ParticlePoint * Factorize common fragment Lit & unlit for depth alike passes. * Fix particle hexadreon wrong depth with alpha clip * Revert "Fix particle hexadreon wrong depth with alpha clip" This reverts commit b16bd570440087984c2c8c48279bebb088f748e8. * Allow an object slot to have null as its value (#25) * Allow an object slot to have null as its value * changelog * Vfx/fix/prevent capacity change locked (#24) * Prevent capacity change in the debug ui when editing a read only asset such as templates in package mode * changelog * *Update all vfx (had to do it manually...) * Restore missing enty in hdrp changelog (bad resolve conflict from me) * Fix 1233044 - capacity cannot be zero (#21) * Prevent capacity from being 0 * Fix strip capacity as well * Vfx/fix/param order (#22) * Fix for dragged parameters order when there are categories * changelog Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix minor issue with VFXPreviousPositionBinder.cs (#23) Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/fix/sgoperator create context drag (#28) * Prevent from creating a context in VisualEffectSugraphOperator by draggingfrom an output slot. * changelog * Vfx/fix/context no blocks (#27) * Don't show block windows when context cant have blocks (output mesh ) * changelog * PropertyBinder : Minor Fixes (#29) * Fix for binder when null asset & fix for binder while resetting * Call ClearPropertyBinders while resetting * Add Update Modes & Time Access (revival) (#4) * Squashed commit of the following: commit d77638ba4188bfb03c81130b82cacb2a719f03be Merge: 49eaeadff7 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 09:46:59 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 49eaeadff7b22d48f26d3b1aa528a9c650ec1cc5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 14:53:09 2020 +0100 Update UX for new time access (#260) https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256#issuecomment-18280 See slack discussion : https://unity.slack.com/archives/G1BTWN88Z/p1584622775185300?thread_ts=1584523980.160500&cid=G1BTWN88Z commit 78d5d9938d9896d517efa89662764afd44ef12fc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 16:03:26 2020 +0100 Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/256/files#r43060 commit bc7e715b0e41b55126fdf171b7459b680e3e3824 Merge: 9a82a52bfe ec959d5de3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 14:52:03 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 9a82a52bfe2384ef5f03344f8c68516f9fd57d88 Merge: f56986d415 66df0debfc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Mar 13 09:17:53 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit f56986d4157f140ca84b039d97c8b7064a18214e Merge: 047820690f 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:25:07 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 047820690fa496bd43d3a60df16dd0932502c7cb Merge: d6d17dfbbc e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:56:39 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit d6d17dfbbc65aaa32712b5b16dfa1bf871b5c979 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:59:15 2020 +0100 Squashed commit of the following: commit ec0f1a18fb986005c13e1147938cb5de7fa0f7f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 13:37:05 2020 +0100 Use implicit block for old position backup commit e786cf3ade7d7515da4569dde9455881af02f282 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Sun Jan 12 15:05:03 2020 +0100 WIP : Add option to skip zero delta per update context commit e864fae742120fbfebabb26b605ddedfd184b02b Merge: 4eecc0b90b fb12af4c28 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:47:57 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 4eecc0b90bbcf60eb7254c55f23a040ddd2a72a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 16:08:07 2020 +0100 Rename ProcessEveryFrame in ExactFixedTimeStep commit 9d3e36a36ad4e79b3f6e6315658e3735196b81ba Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 16:21:50 2020 +0100 Fix ManagerMaxDeltaTime (was GameDeltaTime) commit eaebe2649e93a5083fd62c91ac92185794b908e5 Merge: 98e7dcfcdc 276c02f29a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:42:08 2020 +0100 Merge remote-tracking branch 'vfxgraph/vfx/staging' into vfx/feature/add-time-update-modes commit 98e7dcfcdceb710c252e4d1a257815a724539e68 Merge: 248004d55a 0737eb535c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 10 13:26:54 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 248004d55a7b96c6532cd3c197e175b751d6f3fe Merge: 2bbadae355 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 9 13:12:50 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit 2bbadae355bb3c4a308b8d4e020e96127fa94818 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 10:07:46 2019 +0100 Add tooltip to VFXTime.cs commit 9dc7ea790327b44ffde94bbf783d588e74c50174 Merge: bf48ba84eb 1758e4de4b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:29:13 2019 +0100 Merge branch 'vfx/staging' into vfx/feature/add-time-update-modes commit bf48ba84ebfd1472d041966ba4be627e3a1ef427 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 17:26:30 2019 +0100 *Update changelog.md commit b5d76d5d5d65584fde771213d9a01adc6dd9b856 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 16:10:19 2019 +0100 Add operator to enable time accesses commit 1a2fe7b8dc5072dd49d985f045f276385e08287f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 11:25:52 2019 +0100 Add built-in expression (but not listed) commit b0d0e64ee04036adf48f4481bfd22eace649bac3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:37:50 2019 +0100 Add some header commit 490a441046a227bb1cc1b98418d0559da17d3771 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:36:57 2019 +0100 Add tooltip & text content commit 621c5b2b78545800b2e94921b9314ef860992059 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 19 10:09:32 2019 +0100 *Add custom inspector to edit update flags efficiently * Fix build (VFXPropertyAttribute.Create isn't needed anymore) * Fix editor test * Read Attribute in Spawn Context (#6) * Squashed commit of the following: commit 9d42330b20431b0ff5c4a5e5a90bf293635ab4a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 11:14:14 2020 +0200 *Update image reference (having issue with standalone, not sure of the result) commit 275c22de35f08ada783c96c625b12475f0c42337 Merge: 85254f1ec4 a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Apr 3 09:59:48 2020 +0200 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # com.unity.visualeffectgraph/CHANGELOG.md commit 85254f1ec4ffb2c4d0014a2baa52f49f0b97d0f8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 16:21:39 2020 +0100 *Update image reference due to fix with grapicTest update commit e361ecfed65e61f07db4af32f4dd22a9d3cb9caf Merge: d8db341bfb 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 11:51:43 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/20_SpawnerChainingAndLoop.png # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset commit d8db341bfbd9257e1a5285d200e3eabe24857b01 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:57:38 2020 +0100 *Apply Formatting commit f80441dd6b30ef726d46ae2fe32bcf05d208b760 Merge: b3d858ffe1 01f176355a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 5 17:32:49 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit b3d858ffe13b19dc42e1874d8393cf9829a5e2c7 Merge: 0bce44dc9a 5d2dfe278f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 25 13:18:58 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # .yamato/upm-ci-vfx_lwrp.yml # .yamato/upm-ci-vfxmain.yml # com.unity.visualeffectgraph/CHANGELOG.md commit 0bce44dc9a694bf36b849efb894e999fa9dc959e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 14:20:03 2020 +0100 *Fix build commit 03b0b05d4f86168f97d9e5e34757b79cae6c39df Merge: 2130ea0ef2 e6fd39c7a2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 24 09:47:09 2020 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 2130ea0ef2186ecdc5692878940d5d6635dca31b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:09:13 2020 +0100 *Update tooltips (thanks @vlad) commit f8cdb95f5d2075848e530d997551b69de43f39e0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 14:01:44 2020 +0100 Rename SpawnerState in SpawnState commit 3e2b4fd67c4776907e96a8cfa1b9985ee3fab2fd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Jan 13 13:54:24 2020 +0100 Improve ReadAttribute test to cover NewLoop state commit 2c515bfde823bfbce87df8a1444e19e5c2327e32 Merge: a9efee24ff bff1b74b59 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 16:32:45 2019 +0100 Merge branch 'vfx/staging' into vfx/fix/read-attribute-in-spawner commit a9efee24ff84131c53dc2ba93f1985b02217e3d7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:54:25 2019 +0100 *Update comment commit 6b17879881555cd72b3af4463fd907423f92ad7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 14:53:11 2019 +0100 Throws an exception while detecting unexpected expression flag commit cbad9212075ec6776cf9d892185dd6ee64f8fab2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:43:33 2019 +0100 Reorder spawner state operator commit e2357ac0dee8d71fe9d4a1ad877aa5fe19a5222a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 16 09:35:30 2019 +0100 Fix issue "Cannot plug in attribute-derived nodes into a spawner block." commit b06d7f0708e5178cae51e9e8b96f547fc2f4c6b2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:58:30 2019 +0100 *Update changelog commit 61bd2e5871f23002dd1add024858efdef5e09372 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 9 15:46:52 2019 +0100 Update _CCCC test & Rename Spawner State library name commit 4942912123d795023aacb0363c8e462a2da29943 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 16:58:17 2019 +0100 Fix test & clean useless code in VFXExpression.Initialize commit e6d6c593eb27c612a225340615dabe7692f76a00 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:22:31 2019 +0100 Switch to graphics/vfx/fix/read-attribute-in-spawner for testing purpose commit f00f740b775f67e9378072744513f3ff920f470d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 15:16:39 2019 +0100 Update 20_SpawnerChainingAndLoop (this is the only test affected by compilation order change) commit b7d8e238dd7e05bf99114a980c8584da7985dcf8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:45:56 2019 +0100 Clean test data & add reference images commit 6ddb3389f8e62da44ef50de621884b0526e1b8aa Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 14:17:51 2019 +0100 Move graphicTest to common files commit fa21846e7787fec9068c5a18a33dc568df3f7cc9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 11:53:18 2019 +0100 Separate cleanly per event attribute expressions commit 80e5259674a011e864e65f13c77ce06f92f33b7f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Dec 6 08:38:41 2019 +0100 New test for chaining & read attributes commit 97473daecd146b85eb3c232fffe8141bd0a7f3a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 18:47:20 2019 +0100 Add read attribute for loop settings (context evaluation) commit a41a4a6095e9d5791fdbf3e26baf1d871cfc0fab Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 15:30:56 2019 +0100 Clean expression patching commit 9af80d22f70443ef0eb1a8d29aef1d0b3bc64ca0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Dec 5 11:45:06 2019 +0100 Clarify compatibility code for spawner order & random implication commit 0dcf774f623fb93eb7bc19b06407b88669472443 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 18:42:30 2019 +0100 Add tricky case in test vfx & fix compatibility code TODO : Optimize it & reserve cleaner solution when change graphicTest result is expected commit 92b5328ab0ea225d0dd86d1443af0e64bae1963e Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 16:49:42 2019 +0100 *Up local test commit 0984d8a89b5cc8e0daa79765b00392fa4dfff5d4 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Dec 4 15:22:03 2019 +0100 Detect & Compute partial evaluation commit 2d9e7a250a0437c13e5f180e4feb4cc97d47aa5b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:16:29 2019 +0100 Add spawner State Operator & SpawnCount (even if it's actually an attribute) commit 0b1c1982a8ed4bb61182aa070561b7f6036bc07d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 15:04:04 2019 +0100 Add spawner state accessor commit adb1d6d66172f2d187b577facaf7b2aea4677d13 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 3 11:24:20 2019 +0100 Add VFXDataSpawner & Use this helper to retrieve read attribute per context while compiling commit d43ad0e1395d0e51f3583ce9627a72006356e117 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 2 16:19:05 2019 +0100 Store m_GlobalEventAttributes in VFXExpressionGraph : this data is used to patch VFXReadAttribute commit 8a25b5fbed33569529d30379fce2acd4da7de88d Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Nov 29 16:14:32 2019 +0100 Backup test asset (temporarily) commit dcb3efaf885dbbdec317f5a42ace9ace336fded9 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Nov 28 16:37:48 2019 +0100 WIP : experimenting new concept of Read Attribute expression * Merge with vfx/staging * Update VFX * Misc small fixes (#36) * Fix strips outputs, spawnIndex and default metallic value * Increase threshold in particle strip unlit test * Test for Override resetted (#26) * *WIP* add test * Actually add a more legit "prefab" test * Prepare fix later fix of 1206890 : can't change the C++ without updating this test * Fix editor test (todo : graft this change to master to anticipate the C++ change) * Add test to cover https://fogbugz.unity3d.com/f/cases/1232862/ (#20) * New Test : total time is sum of delta time (#7) * *WIP Skeletan of new test to check behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Effective test to cover fixing behavior of https://ono.unity3d.com/unity/unity/pull-request/104407/_/vfx/fix/total-time-is-sum-of-delta-time * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/7/files#r51249 * [Fix] Disable reset option (#41) * Disable reset option * Add repro case 1251533 * Fix minor issue with PreviousPropertyBinder (bis) (#31) * Fix minor issue with VFXPreviousPositionBinder.cs * Fix exception in OnEnable Note : I didn't try it locally yet. * Actual fix of VFXPreviousPositionBinder.cs Co-authored-by: Julien Fryer <julienf@unity3d.com> * Fix culture issues when generating attributes defines in shaders (#40) * [PropertyBinder] Move Update to LateUpdate (#38) * Fix issue with VFXPropertyBinder : we should use late update instead of Update * *Update 23_ParameterBinder reference image * Call resyncslots on shadergraph dependent models. (#10) * Call resyncslots on shadergraph dependent models. * missing call to checkgraphbeforeimport * indentation * fix slot not updated if only the attributes change * Do the same for models having subgraphs than for models having shadergraphs. * Fix based on PR review * Update CHANGELOG.md * update vfx and settings * Renable 009_MultiCamera in URP project * Easy Wins (Small Workflow / Cosmetic fixes) (#37) * Properties now exposed by default in blackboard * Dissociated Colors for bool/int/uint * Added Degrees / Radians conversion subgraphs in samples * De-nicified attribute name (conserve case) in Set Custom Attribute title * Changed the default "No Asset" message when opening the visual effect graph window. * Subgraphs are not in hardcoded categories anymore + Updated Serialization * Added Documentation for setting Subgraph Menu Categories Co-authored-by: Julien Fryer <julienf@unity3d.com> * Vfx/docs/compatability disclaimer (#43) * Added compatability disc * Updated format. * Save a specific vfx asset and its sugraphs only (#35) * Save graph asset works * Update CHANGELOG.md * Update VisualEffectGraphWindow.md * Update VisualEffectGraphWindow.md * Fix for block copy not dirtying the scene. * Remove some unecessary compilation (not all) (#46) * New TransformVector4 and GetTextureDimensions operators (#18) * Vfx/feature/new operators 2 (#266) * Add TransformVector4 operator * Remove unused code * Fix warning * Refactor dynamic type operator * Samll fix to previous commit * Add texture dimensions operator and expressions * Add tooltips * Add changelog entry * Fix merge compilation * Modify point cache test * Prevent textures from being constant folded * Move modified test to correct folder * Output Event (#5) * Squashed commit of the following: commit 449a60793a4c5c91e1913c42632448eb07ebe5de Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 14:27:48 2020 +0200 Fix stackoverflow with subgraph (but doesn't fix the internal workflow) commit caf0df3af5f451f9576c2cc7f328b57a87479f30 Merge: bb1047c59a a9338688a6 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Apr 2 10:22:47 2020 +0200 Merge branch 'vfx/staging' into vfx/feature/output-event commit bb1047c59a084551e7df3b93d7d5ad501145ecaf Merge: 7b2890b76f 98ce4878d1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 17:17:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 7b2890b76ffcea3b701568f47b97d02e7d5cb6a3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:54:17 2020 +0100 Add a check of outputEvent in SpawnerTest commit 945992b2feff4b8f7a24740944c77a4a92f271dc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Mar 19 16:24:56 2020 +0100 *Update OutputEventTest.cs to check Test_Output_Event commit c48fda763e807503f27f98deeda4238b6628c264 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Mar 18 10:17:21 2020 +0100 *Update image reference & Test (stop using a undebuggeable random position) commit 5a5ad49cb485907ee869445627821810589ab34a Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 22:12:58 2020 +0100 Fix newly integrated spawn test for output event commit 1f978a4645eb211d6a797c2e30a6ced2dab3e50c Merge: ef4837245e 47b17e444b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Mar 17 17:53:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # TestProjects/VisualEffectGraph/ProjectSettings/EditorBuildSettings.asset # com.unity.visualeffectgraph/Editor/Compiler/VFXGraphCompiledData.cs # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXContext.cs commit ef4837245e1d88846f6d686e2803094d1d6cd04d Merge: 2331c32fb4 0e325d7de5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 11 08:30:00 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 2331c32fb4b0f33f7f9b5086ffd11917bd5e1cda Merge: 5d225d6e19 0103971ce2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Feb 6 08:01:06 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md commit 5d225d6e192b32394faf0964ad263cc33c5280cc Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:01:51 2020 +0100 Fix editor test commit 7d941ea0375fcb27ac7b14cf4df4cf14fde71ff2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Feb 4 15:00:35 2020 +0100 Add distinct while retrieving virtual link commit 725252869ac24d962490b4550821fbba2ab119b3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Feb 3 14:38:52 2020 +0100 *WIP* Output test commit 96098fa11f4781837543fba099936b15a8c7158d Merge: 02178104a3 bb04ca28fb Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 31 14:07:02 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 02178104a301fb434d5e6821cd369884bbc01006 Merge: 1443b66691 db8325ba2b Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 18:06:20 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 1443b66691d46ed9598ccc26b0b9425d373b61e1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:37:08 2020 +0100 *Reduce unexpected changes commit aa1afcafa9c95d042db146043c60015d3f5c96f2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 28 17:31:13 2020 +0100 New UX for output event (use data instead of system name) (#229) * *WIP* Experiment for UX using eventName * Doesn't work yet but less hacky approach : share automatically vfxdata among output event with same name * Remove useless naming pattern linking label & title for output Cleaner & Safer implementation for outputEvent edition * Use unique system naming * Add test for Data for VFXOutputEvent * Fix hacky OnInvalidate commit 9cd41b81cef062991907d5ce446336bde78b79d3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 15:11:39 2020 +0100 Add editor test to check return value of output event (not attribute, already cover by graphic test) commit 1a09c63a98e4650b82160e670cedfb06b630284d Merge: 35126156f2 52ce8b9636 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 22 11:02:45 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit 35126156f2b93b04543de0eb91aca79adf331b2c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Fri Jan 17 13:58:06 2020 +0100 Avoid exception if system isn't present yet commit dccc1c5b9a98fa78749f9cd7844266a13478fb3f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Thu Jan 16 10:53:13 2020 +0100 *Update Test, adding a test on unused source attribute commit bfd29d8862539cef5b14392e21cbd896436339a5 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 20:20:59 2020 +0100 Add reference to ReadSource in OutputEvent to retrieve all active attributes in spawn context (TODO : cover it in test) commit d89160df852b64a4b5ecf378c506aa0c9f1c099c Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 16:13:02 2020 +0100 Filters out orphan output event context commit 721873c2f0ed0976d081402d6c6e3a45ab4ce0cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 14:30:08 2020 +0100 *Update changelog commit cf54e5372e273f86dd5c2e00a6178a543f234fd3 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 15 08:40:09 2020 +0100 Add reference image for HDRP commit d710998eb133a3dbadbdec580d1ecad3752aca85 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 16:17:28 2020 +0100 Add reference images for newly added test commit bc5174dfae9ac396c720b4f30514b12a64ccd0f0 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 14 15:23:18 2020 +0100 *Add a material to unit test commit 6b332b9afba57eaea64d1f5b55833ba55c6a25c2 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 17:02:27 2020 +0100 Start implementing a effective test project commit 33e66d45fbb0846ee2d8f9f14d86ef400d0ce4a1 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 16:56:28 2020 +0100 FIx system name synchronisation (not really ideal) commit 7782b888266a011f4f986a7bb3161f024730caa7 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 14:24:08 2020 +0100 Fix UI of output event commit 8c9ec8d65e07fac81da38a1cccb8228cace81e64 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Wed Jan 8 10:11:56 2020 +0100 Fix build commit 50ae031af02d4c41e651f64b40e9d265668b803f Merge: d838cd2d37 8ab634f533 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Jan 7 13:36:21 2020 +0100 Merge branch 'vfx/staging' into vfx/feature/output-event commit d838cd2d3792ca1c15af86b0385fdade7da9a3a8 Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 14:58:00 2019 +0100 Add a wip test scene commit 459b344b3f97c794d47a8eb6942b1129d18632cd Author: Paul Demeulenaere <pauld@unity3d.com> Date: Tue Dec 24 11:40:30 2019 +0100 Fill VFXDataOutputEvent commit e54905485dd553cadcde307ca00a8d7ce8454c0f Author: Paul Demeulenaere <pauld@unity3d.com> Date: Mon Dec 23 18:21:31 2019 +0100 Add basic output event type (empty FillDesc implementation for now) * Change the way we are sharing outputevent to support subgraph (need to update test & merge master before going further) *WIP* * Update 009_OutputEvent test * Move 009_OutputEvent to correct folder (TODO, this to rename it before merge) * Fix sanity test & allow multiple connection from in outputEvent (as initialize) * Get rid of SynchronizeDataTitleAndEventName, using directly stored value per context * Fix editor test using eventName instead of tile * Revert unexpected changes * *Update from C++ change => VisualEffect.OutputEventArgs => VisualEffectOutputEventArgs See https://ono.unity3d.com/unity/unity/pull-request/107827/_/graphics/vfx/feature/output-event-with-delegate-squashed#comment-847485 * Rename VisualEffectOutputEventArgs => VFXOutputEventArgs * Disable connection from OutputEvent to GPUEvent * *Fix build VisualEffect.OutputEventArgs => VFXOutputEventArgs Missing change from : https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/5 * Vfx/feature/enum parameter (#8) * Restart of enum parameters * more work * more work * Still more work. * reorderable list looks good. * Adding and removing values works. * dragging item works. * Enum values show in the inspector. * fixes for rebase * Enumvalue works on subgraphs. * notify enum name change. * Added documentation for blackboard value filtering. * no value per enum * only uint can now avec enum values. * don't nicify enum values…
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Large feature addition to Probe Volumes to support Dynamic GI at runtime & in editor via compute jobs. Huge coordination across game team, Spotlight & HDRP team to refine the algorithm and feature set. Key Features - New toggle on a light "Affects Dynamic GI" - New toggle on a probe Volume "Support Dynamic GI" - New debug draw mode on a probe volume "Draw Neighbors" to visualize the neighbor the dynamic GI light will bounce around in - All light types are supported Missing features - During albedo baking step, mask volumes are not being sampled correctly - Off screen lights are missing their shadows when being sampled by the Hit pass of the Dynamic GI compute shader - Directional light GI seems off, maybe its the offscreen shadow issues - Sky lighting is not supported at the moment in the dynamic GI - Currently does not encode emissive in the neighborhood bake data, only albedo, surface distance & normal - Currently does require a re-bake when geometry changes, the only thing it relies on getting from the lightmapper is the probe validity value Commit notes: * Added dynamic GI options onto HDLight and ProbeVolume inspectors * work in progress dynamic gi * lots more refactoring on the data model and packing for hits vs misses * Cleanup dynamic GI code into separate file * Working axis baking code with visualization * small fixes * validity scale fix * neighbor draw quad scale control * small fix * scale fix * First pass at albedo extraction code for DynamicGI * bake bug fix * Albedo baking via Shader Graph works now, and more tweaks to neighbor debug draw * bug fix * Dynamic GI neighbor cleanup to use real probe volume data for positioning * bug fix for non uniform density volumes * cleanup * Cleanup and setup of Propagation Buffers * more work in progress dynamic GI, have a test read modify write of SH data working * cleanup dynamic GI values when its disabled * more cleanup * bug fix * New improved Albedo sampling code from Francesco * cache debug shader not material, works better for some reason * Lots of shader code and setup for real-time GI propagation. Still a work in progress but most code written on GPU side * All the compute data hooked up first pass * Kinda of working * Slightly better, still not there * Fixes plus re-write of SH data in dynamic GI * First kinda working version of new RTGI, needs lots of tuning and improvements * Move VolumeComponent to seperate file so it is preserved when assets are saved * More improvements, anti alias punctual lights and add a secondary bounce to hits * Tweaks, added FCC's SH logic for testing / comps * Cleanup and addition of 3D texture for Irradiance sampling to smooth out history * Cleanup & and added back bounce boost control for hit pass * Tuning defaults * more filddleing with defaults * temp code for testing * Intended L1 * Adding Affect Dynamic GI to light explorer UI Fixing hit lighting logic to work with multiple lights * Adding de-ringing to SH Exposing class outside of HDRP for play mode testing * Move probe volume update code around so worked better with needing state set before dispatches * Integration of SG logic for Irradiance Cache, way cleaner and better results. Removed old Irradiance cache logic using L1 SH * More cleanup and refinements of SG algorithm * Bias punctual lights near surfaces to fix strobing * Cleanup * name cleanup * Support volume rotation in neighbor debug view mode * Fixed contribution normalization. Changed the direction for infinite bounces evaluation from reflection to surface normal. * changing default sharpness to 3.5 to reduce dark banding a tad * Hacked prototype of an alternative propagation algorithm. * Smoothed radiance gathering from hits. * Cleanup and temp NaN propagation workaround. * Changed History Contribution min limit to 0 to be able to test propagation without it. * Removed old algorithm, cleaned up data format and volume parameters to make new directional version the default one * Fixed Probe Volume dynamic GI data access after merging with the DOTS Probe Volume feature. Signed-off-by: Andrew Saraev <andrew.saraev@unity3d.com> * Fixed up popping issues with Dynamic GI and other probe volumes in view, plus made it so the light list is global, not camera view culled so all lights stay active in the list for GI to propagate more accurately and shadows to update even for lights behind the camera. Merged with latest * Build compile fixes * Player build fixes, real-time GI now works in player builds * HDRP settings and toggles for probe volume dynamic GI * missed files for previous checkin * small optimizations * turn on optimizations in key dynamic gi shaders for perf * Custom dynamic GI light list that also includes off screen lights * Explicitly set dataUpdated when data is uploaded to the atlas instead of setting it in GetPayload() of the volume. To simplify communication with the DOTS version. * use shadows for dynamic GI lights. This still has a bug where off screen lights get their shadow indexes reset to -1 * Better disposing of propagation buffers Cleaned up global compute buffers for SH L012 and validity buffers, and reusing those per probe volume for propagation to reduce memory usage * possible mem leak fix & piping light bounce intensity through to dynamic GI * Some PR feedback and distance checks to probe hit & propagation phases * Added basic distance checks to entire probe volume to dispatch dynamic GI jobs or not * directional lights are weird, maybe the shadows, we should avoid them * PR feedback * Refactored ProbeVolumeBuffers cleanup to keep GameObject and DOTS logic similar. * Attempt to reduce white space conflicts * Profiler marker for Dynamic GI Slight optimization in light loop * Optimized C# by not doing SetData calls on Buffers unnecessarily Co-authored-by: Andrew Saraev <andrew.saraev@unity3d.com> Remove InternalsVisibleTo inside of ProbeDynamicGI etc
pastasfuture
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Sep 15, 2021
Large feature addition to Probe Volumes to support Dynamic GI at runtime & in editor via compute jobs. Huge coordination across game team, Spotlight & HDRP team to refine the algorithm and feature set. Key Features - New toggle on a light "Affects Dynamic GI" - New toggle on a probe Volume "Support Dynamic GI" - New debug draw mode on a probe volume "Draw Neighbors" to visualize the neighbor the dynamic GI light will bounce around in - All light types are supported Missing features - During albedo baking step, mask volumes are not being sampled correctly - Off screen lights are missing their shadows when being sampled by the Hit pass of the Dynamic GI compute shader - Directional light GI seems off, maybe its the offscreen shadow issues - Sky lighting is not supported at the moment in the dynamic GI - Currently does not encode emissive in the neighborhood bake data, only albedo, surface distance & normal - Currently does require a re-bake when geometry changes, the only thing it relies on getting from the lightmapper is the probe validity value Commit notes: * Added dynamic GI options onto HDLight and ProbeVolume inspectors * work in progress dynamic gi * lots more refactoring on the data model and packing for hits vs misses * Cleanup dynamic GI code into separate file * Working axis baking code with visualization * small fixes * validity scale fix * neighbor draw quad scale control * small fix * scale fix * First pass at albedo extraction code for DynamicGI * bake bug fix * Albedo baking via Shader Graph works now, and more tweaks to neighbor debug draw * bug fix * Dynamic GI neighbor cleanup to use real probe volume data for positioning * bug fix for non uniform density volumes * cleanup * Cleanup and setup of Propagation Buffers * more work in progress dynamic GI, have a test read modify write of SH data working * cleanup dynamic GI values when its disabled * more cleanup * bug fix * New improved Albedo sampling code from Francesco * cache debug shader not material, works better for some reason * Lots of shader code and setup for real-time GI propagation. Still a work in progress but most code written on GPU side * All the compute data hooked up first pass * Kinda of working * Slightly better, still not there * Fixes plus re-write of SH data in dynamic GI * First kinda working version of new RTGI, needs lots of tuning and improvements * Move VolumeComponent to seperate file so it is preserved when assets are saved * More improvements, anti alias punctual lights and add a secondary bounce to hits * Tweaks, added FCC's SH logic for testing / comps * Cleanup and addition of 3D texture for Irradiance sampling to smooth out history * Cleanup & and added back bounce boost control for hit pass * Tuning defaults * more filddleing with defaults * temp code for testing * Intended L1 * Adding Affect Dynamic GI to light explorer UI Fixing hit lighting logic to work with multiple lights * Adding de-ringing to SH Exposing class outside of HDRP for play mode testing * Move probe volume update code around so worked better with needing state set before dispatches * Integration of SG logic for Irradiance Cache, way cleaner and better results. Removed old Irradiance cache logic using L1 SH * More cleanup and refinements of SG algorithm * Bias punctual lights near surfaces to fix strobing * Cleanup * name cleanup * Support volume rotation in neighbor debug view mode * Fixed contribution normalization. Changed the direction for infinite bounces evaluation from reflection to surface normal. * changing default sharpness to 3.5 to reduce dark banding a tad * Hacked prototype of an alternative propagation algorithm. * Smoothed radiance gathering from hits. * Cleanup and temp NaN propagation workaround. * Changed History Contribution min limit to 0 to be able to test propagation without it. * Removed old algorithm, cleaned up data format and volume parameters to make new directional version the default one * Fixed Probe Volume dynamic GI data access after merging with the DOTS Probe Volume feature. Signed-off-by: Andrew Saraev <andrew.saraev@unity3d.com> * Fixed up popping issues with Dynamic GI and other probe volumes in view, plus made it so the light list is global, not camera view culled so all lights stay active in the list for GI to propagate more accurately and shadows to update even for lights behind the camera. Merged with latest * Build compile fixes * Player build fixes, real-time GI now works in player builds * HDRP settings and toggles for probe volume dynamic GI * missed files for previous checkin * small optimizations * turn on optimizations in key dynamic gi shaders for perf * Custom dynamic GI light list that also includes off screen lights * Explicitly set dataUpdated when data is uploaded to the atlas instead of setting it in GetPayload() of the volume. To simplify communication with the DOTS version. * use shadows for dynamic GI lights. This still has a bug where off screen lights get their shadow indexes reset to -1 * Better disposing of propagation buffers Cleaned up global compute buffers for SH L012 and validity buffers, and reusing those per probe volume for propagation to reduce memory usage * possible mem leak fix & piping light bounce intensity through to dynamic GI * Some PR feedback and distance checks to probe hit & propagation phases * Added basic distance checks to entire probe volume to dispatch dynamic GI jobs or not * directional lights are weird, maybe the shadows, we should avoid them * PR feedback * Refactored ProbeVolumeBuffers cleanup to keep GameObject and DOTS logic similar. * Attempt to reduce white space conflicts * Profiler marker for Dynamic GI Slight optimization in light loop * Optimized C# by not doing SetData calls on Buffers unnecessarily Co-authored-by: Andrew Saraev <andrew.saraev@unity3d.com>
mohammad22
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Mar 2, 2022
Large feature addition to Probe Volumes to support Dynamic GI at runtime & in editor via compute jobs. Huge coordination across game team, Spotlight & HDRP team to refine the algorithm and feature set. Key Features - New toggle on a light "Affects Dynamic GI" - New toggle on a probe Volume "Support Dynamic GI" - New debug draw mode on a probe volume "Draw Neighbors" to visualize the neighbor the dynamic GI light will bounce around in - All light types are supported Missing features - During albedo baking step, mask volumes are not being sampled correctly - Off screen lights are missing their shadows when being sampled by the Hit pass of the Dynamic GI compute shader - Directional light GI seems off, maybe its the offscreen shadow issues - Sky lighting is not supported at the moment in the dynamic GI - Currently does not encode emissive in the neighborhood bake data, only albedo, surface distance & normal - Currently does require a re-bake when geometry changes, the only thing it relies on getting from the lightmapper is the probe validity value Commit notes: * Added dynamic GI options onto HDLight and ProbeVolume inspectors * work in progress dynamic gi * lots more refactoring on the data model and packing for hits vs misses * Cleanup dynamic GI code into separate file * Working axis baking code with visualization * small fixes * validity scale fix * neighbor draw quad scale control * small fix * scale fix * First pass at albedo extraction code for DynamicGI * bake bug fix * Albedo baking via Shader Graph works now, and more tweaks to neighbor debug draw * bug fix * Dynamic GI neighbor cleanup to use real probe volume data for positioning * bug fix for non uniform density volumes * cleanup * Cleanup and setup of Propagation Buffers * more work in progress dynamic GI, have a test read modify write of SH data working * cleanup dynamic GI values when its disabled * more cleanup * bug fix * New improved Albedo sampling code from Francesco * cache debug shader not material, works better for some reason * Lots of shader code and setup for real-time GI propagation. Still a work in progress but most code written on GPU side * All the compute data hooked up first pass * Kinda of working * Slightly better, still not there * Fixes plus re-write of SH data in dynamic GI * First kinda working version of new RTGI, needs lots of tuning and improvements * Move VolumeComponent to seperate file so it is preserved when assets are saved * More improvements, anti alias punctual lights and add a secondary bounce to hits * Tweaks, added FCC's SH logic for testing / comps * Cleanup and addition of 3D texture for Irradiance sampling to smooth out history * Cleanup & and added back bounce boost control for hit pass * Tuning defaults * more filddleing with defaults * temp code for testing * Intended L1 * Adding Affect Dynamic GI to light explorer UI Fixing hit lighting logic to work with multiple lights * Adding de-ringing to SH Exposing class outside of HDRP for play mode testing * Move probe volume update code around so worked better with needing state set before dispatches * Integration of SG logic for Irradiance Cache, way cleaner and better results. Removed old Irradiance cache logic using L1 SH * More cleanup and refinements of SG algorithm * Bias punctual lights near surfaces to fix strobing * Cleanup * name cleanup * Support volume rotation in neighbor debug view mode * Fixed contribution normalization. Changed the direction for infinite bounces evaluation from reflection to surface normal. * changing default sharpness to 3.5 to reduce dark banding a tad * Hacked prototype of an alternative propagation algorithm. * Smoothed radiance gathering from hits. * Cleanup and temp NaN propagation workaround. * Changed History Contribution min limit to 0 to be able to test propagation without it. * Removed old algorithm, cleaned up data format and volume parameters to make new directional version the default one * Fixed Probe Volume dynamic GI data access after merging with the DOTS Probe Volume feature. Signed-off-by: Andrew Saraev <andrew.saraev@unity3d.com> * Fixed up popping issues with Dynamic GI and other probe volumes in view, plus made it so the light list is global, not camera view culled so all lights stay active in the list for GI to propagate more accurately and shadows to update even for lights behind the camera. Merged with latest * Build compile fixes * Player build fixes, real-time GI now works in player builds * HDRP settings and toggles for probe volume dynamic GI * missed files for previous checkin * small optimizations * turn on optimizations in key dynamic gi shaders for perf * Custom dynamic GI light list that also includes off screen lights * Explicitly set dataUpdated when data is uploaded to the atlas instead of setting it in GetPayload() of the volume. To simplify communication with the DOTS version. * use shadows for dynamic GI lights. This still has a bug where off screen lights get their shadow indexes reset to -1 * Better disposing of propagation buffers Cleaned up global compute buffers for SH L012 and validity buffers, and reusing those per probe volume for propagation to reduce memory usage * possible mem leak fix & piping light bounce intensity through to dynamic GI * Some PR feedback and distance checks to probe hit & propagation phases * Added basic distance checks to entire probe volume to dispatch dynamic GI jobs or not * directional lights are weird, maybe the shadows, we should avoid them * PR feedback * Refactored ProbeVolumeBuffers cleanup to keep GameObject and DOTS logic similar. * Attempt to reduce white space conflicts * Profiler marker for Dynamic GI Slight optimization in light loop * Optimized C# by not doing SetData calls on Buffers unnecessarily Co-authored-by: Andrew Saraev <andrew.saraev@unity3d.com>
mohammad22
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Oct 19, 2022
Probe Volume Dynamic GI V1 (#7) Large feature addition to Probe Volumes to support Dynamic GI at runtime & in editor via compute jobs. Huge coordination across game team, Spotlight & HDRP team to refine the algorithm and feature set. Key Features - New toggle on a light "Affects Dynamic GI" - New toggle on a probe Volume "Support Dynamic GI" - New debug draw mode on a probe volume "Draw Neighbors" to visualize the neighbor the dynamic GI light will bounce around in - All light types are supported Missing features - During albedo baking step, mask volumes are not being sampled correctly - Off screen lights are missing their shadows when being sampled by the Hit pass of the Dynamic GI compute shader - Directional light GI seems off, maybe its the offscreen shadow issues - Sky lighting is not supported at the moment in the dynamic GI - Currently does not encode emissive in the neighborhood bake data, only albedo, surface distance & normal - Currently does require a re-bake when geometry changes, the only thing it relies on getting from the lightmapper is the probe validity value Commit notes: * Added dynamic GI options onto HDLight and ProbeVolume inspectors * work in progress dynamic gi * lots more refactoring on the data model and packing for hits vs misses * Cleanup dynamic GI code into separate file * Working axis baking code with visualization * small fixes * validity scale fix * neighbor draw quad scale control * small fix * scale fix * First pass at albedo extraction code for DynamicGI * bake bug fix * Albedo baking via Shader Graph works now, and more tweaks to neighbor debug draw * bug fix * Dynamic GI neighbor cleanup to use real probe volume data for positioning * bug fix for non uniform density volumes * cleanup * Cleanup and setup of Propagation Buffers * more work in progress dynamic GI, have a test read modify write of SH data working * cleanup dynamic GI values when its disabled * more cleanup * bug fix * New improved Albedo sampling code from Francesco * cache debug shader not material, works better for some reason * Lots of shader code and setup for real-time GI propagation. Still a work in progress but most code written on GPU side * All the compute data hooked up first pass * Kinda of working * Slightly better, still not there * Fixes plus re-write of SH data in dynamic GI * First kinda working version of new RTGI, needs lots of tuning and improvements * Move VolumeComponent to seperate file so it is preserved when assets are saved * More improvements, anti alias punctual lights and add a secondary bounce to hits * Tweaks, added FCC's SH logic for testing / comps * Cleanup and addition of 3D texture for Irradiance sampling to smooth out history * Cleanup & and added back bounce boost control for hit pass * Tuning defaults * more filddleing with defaults * temp code for testing * Intended L1 * Adding Affect Dynamic GI to light explorer UI Fixing hit lighting logic to work with multiple lights * Adding de-ringing to SH Exposing class outside of HDRP for play mode testing * Move probe volume update code around so worked better with needing state set before dispatches * Integration of SG logic for Irradiance Cache, way cleaner and better results. Removed old Irradiance cache logic using L1 SH * More cleanup and refinements of SG algorithm * Bias punctual lights near surfaces to fix strobing * Cleanup * name cleanup * Support volume rotation in neighbor debug view mode * Fixed contribution normalization. Changed the direction for infinite bounces evaluation from reflection to surface normal. * changing default sharpness to 3.5 to reduce dark banding a tad * Hacked prototype of an alternative propagation algorithm. * Smoothed radiance gathering from hits. * Cleanup and temp NaN propagation workaround. * Changed History Contribution min limit to 0 to be able to test propagation without it. * Removed old algorithm, cleaned up data format and volume parameters to make new directional version the default one * Fixed Probe Volume dynamic GI data access after merging with the DOTS Probe Volume feature. Signed-off-by: Andrew Saraev <andrew.saraev@unity3d.com> * Fixed up popping issues with Dynamic GI and other probe volumes in view, plus made it so the light list is global, not camera view culled so all lights stay active in the list for GI to propagate more accurately and shadows to update even for lights behind the camera. Merged with latest * Build compile fixes * Player build fixes, real-time GI now works in player builds * HDRP settings and toggles for probe volume dynamic GI * missed files for previous checkin * small optimizations * turn on optimizations in key dynamic gi shaders for perf * Custom dynamic GI light list that also includes off screen lights * Explicitly set dataUpdated when data is uploaded to the atlas instead of setting it in GetPayload() of the volume. To simplify communication with the DOTS version. * use shadows for dynamic GI lights. This still has a bug where off screen lights get their shadow indexes reset to -1 * Better disposing of propagation buffers Cleaned up global compute buffers for SH L012 and validity buffers, and reusing those per probe volume for propagation to reduce memory usage * possible mem leak fix & piping light bounce intensity through to dynamic GI * Some PR feedback and distance checks to probe hit & propagation phases * Added basic distance checks to entire probe volume to dispatch dynamic GI jobs or not * directional lights are weird, maybe the shadows, we should avoid them * PR feedback * Refactored ProbeVolumeBuffers cleanup to keep GameObject and DOTS logic similar. * Attempt to reduce white space conflicts * Profiler marker for Dynamic GI Slight optimization in light loop * Optimized C# by not doing SetData calls on Buffers unnecessarily Co-authored-by: Andrew Saraev <andrew.saraev@unity3d.com> Bug fixes from Dynamic GI. Cleanup buffers after bakes, and only dispatch dynamic GI for scene or game cameras Dynamic GI Spherical Harmonic from Spherical Gaussian Modes (#9) * Implemented SH from SG Modes which can be toggled between in the Probe Dynamic GI volume settings. SamplePeakAndProject is the same mode we are used to: Spherical gaussians will simply be evaluated at their peak and projected to convert to spherical harmonics. SHFromSGFit: A spherical gaussian to spherical harmonic function fit is used, which is physically plausible. SHFromSGFitWithCosineWindow: A spherical gaussian with an additional cosine window to spherical harmonic function fit is used, which is physically plausible. Less directional blur than SHFromSGFit. * Cleanup pass on SG to SH supporting math. Created Zonal Harmonic data type with supporting functions to add type saftey to the transforms as we have done with the other spherical harmonic functions. Created specialized zonal harmonic rotation functions which significantly reduces the work required for rotation. It's possible the compiler was handling this already by stripping out work on zero coefficients, and by automatically using floats instead of float3s when all channels are the same - but better to not put too much pressure on the compiler. This should also make it easier in the future to create specialized rotation functions for cardinal rotations (which will introduce additional zeros). Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Dynamic GI: Fix a bunch of shader warnings in DynamicGI shaders. Bug fix so that lights can act as dynamic GI only lights
mohammad22
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Oct 21, 2022
Probe Volume: Uncomment Probe Volume related menu items Baked Lighting Workflow: Maintain lists of all Probe Volume instances and publicly expose to allow game-specific bake code to turn on and off relevant lighting data for context-specific bakes. Probe Volume: Probe Volume Improvements Probe Volumes: Force the lightmapper to free old additionalbakedata jobs in a few cases, such as when probe volumes are disabled, or when probe volumes are hidden. Previously, it looks like the lightmapper could hang onto this data until you quit. (#19) Probe Volumes: Lots of bugfixes and improvements to bilateral filtering modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091 Probe Volumes: Lots of bugfixes around baking. Reflection Probes and Density Volumes: now respect scene visibility toggles in regards to their contribution to the scene. TODO: Remove debug logging that was added! Backing up WIP work. SceneObjectIDMap: Fix bug where index from gameobject dictionary would get out of sync from entries after an insertion occurred to fill a hole. This resulted in a nasty bug where reflection probes would occasionally generate the same filename as eachother, would overwrite eachothers textures, and would point to the same texture after the bake completed. Probe Volume: Comment out log spam. Planning to clean it out completely in a follow up commit Probe Volume: Remove log spam from ProbeVolumeManager Added HDRP_STRIP_LEGACY_AMBIENT_PROBE_BAKING define for enabling legacy ambient probe bake feature stripping - requires custom build with backport of https://ono.unity3d.com/unity/unity/pull-request/123092/_/lighting/SRP-opt-out-skymanager Make HDBakedReflectionSystem public for baking API Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volume: Wrap editor-only variable dataNeedsDilation in UNITY_EDITOR define blocks to avoid warnings. Probe Volumes: Track whether or not bake inputs has been set, and only attempt to get bake data if the inputs was set. Otherwise the lightmapper will error out. Probe Volume: Add View Bias support - exposed on the ProbeVolume component next to Normal Bias (#25) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volume: Probe Volume binary serialization and minor fixes * Prefer binary serialization of Probe Volume assets. * Added "Reserialize All" action to context menus of ProbeVolumeAsset to be able to convert all assets in a project to binary format. Probe Volume: Add support for sampling probe volumes from volumetrics. Probe Volume inner loop cleanup happened in the process. Added support for disabling bilateral filtering via a define, which is used in volumetrics and vfx sampling of probe volumes now. Fix bug where density volume voxelization would erroneously sample and voxelize density volumes that no longer existed due to assumption that density volumes were last in the light list (they are not anymore: probe volumes come after). Probe Volumes: Reflection Probe Normalization by Probe Volumes added. In order to enable, NormalizeReflectionProbeWithProbeVolume needs to be enabled in the Frame Settings for the Camera, and scenes need to be rebaked. Options exist on the ProbeVolumeController volume override. (#27) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volumes: Reflection Probe Normalization: Add #if UNITY_EDITOR guards around Subscribe/UnsubscribeSHBaking Probe Volume: Fix vector truncation warnings in sample SH Luminance functions Probe Volume: Fix one more vector trunction warning Enable Probe Volumes with L2 Encoding mode Probe Volumes: Lots of bugfixes and improvements to bilateral filtering modes. Octahedral Depth data now working (requires changes on the C++ side). Added support for comparing filtering the texel coordinates and then taking a single sample, vs taking 8x samples and then filtering the results. Ported over from unity graphics repo 3c3b091 Probe Volume Normalization Baking Bugfix: Sanitize out sentinel values from reflection probe request positions array - large values caused the lightmapper to barf killing all direct lighting contribution. Also added tracking for whether or not the data was set, as the lightmapper is not robust to multiple set calls Probe Volume: Make ProbeVolumeinternals visible to Unity.Entities.Hybrid.HybridComponents so that they can be converted for hybrid rendering Probe volumes rotation + reflection probe normalization fixes and improvements. Also lots of cleanup to avoid debug-only + lightmapper work when in playmode. Cleaned out old deadcode + comments. Cleaned some GC cases (#1) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> ReflectionProbeLuminanceSHPreview: Fix path to shader after merge conflict resolution mistake Probe Volume: Fix bug where bakingEnabled flag was not correctly being set to false when ForceOff was triggered in the editor (not in playmode). Also add additional logging around case where lightmapper does not have data for a specific ID (so we can track down the source faster in the future) Probe Volume: Set methods for Probe Volumes exposed that allows us to use them to do deep copies of Scenes Probe Volume Reflection Probe Normalization: Use dominant specular direction for normalization instead of R. For low roughness materials, this has little to no effect (because it uses the R vector still). For high roughness materials, this bends towards normalizing against the surface normal instead of R. So this feature improves quality of high roughness specular Fix warning log that had some formatting error DOTS Probe Volume (#2) Changed the runtime registration and access of Probe Volumes to be able to feed additional data for rendering from a DOTS system. Avoid boxing when using ProbeVolumeAtlasKey in a dictionary. (#4) Probe Volume Reflection Probe Normalization: Fix error: Output Particle Lit Quad': undeclared identifier 'ComputeReflectionProbeNormalizationDirection' Fix double dark ao and ao in lightloop (#12) Fix double dark AO + material AO availability in light loop for probe volumes. Probe Volumes: Pack AO and isUninitializedGI flag into .x channel of light layers GBuffer RT to fix double dark AO and to allow emissive surfaces to receive probe volume lighting. Also perform small restructuring to a probe volume bilateral filter function to remove a shader warning Dynamic GI: Probe Volume Dynamic GI V1 (#7) Large feature addition to Probe Volumes to support Dynamic GI at runtime & in editor via compute jobs. Huge coordination across game team, Spotlight & HDRP team to refine the algorithm and feature set. Key Features - New toggle on a light "Affects Dynamic GI" - New toggle on a probe Volume "Support Dynamic GI" - New debug draw mode on a probe volume "Draw Neighbors" to visualize the neighbor the dynamic GI light will bounce around in - All light types are supported Missing features - During albedo baking step, mask volumes are not being sampled correctly - Off screen lights are missing their shadows when being sampled by the Hit pass of the Dynamic GI compute shader - Directional light GI seems off, maybe its the offscreen shadow issues - Sky lighting is not supported at the moment in the dynamic GI - Currently does not encode emissive in the neighborhood bake data, only albedo, surface distance & normal - Currently does require a re-bake when geometry changes, the only thing it relies on getting from the lightmapper is the probe validity value Commit notes: * Added dynamic GI options onto HDLight and ProbeVolume inspectors * work in progress dynamic gi * lots more refactoring on the data model and packing for hits vs misses * Cleanup dynamic GI code into separate file * Working axis baking code with visualization * small fixes * validity scale fix * neighbor draw quad scale control * small fix * scale fix * First pass at albedo extraction code for DynamicGI * bake bug fix * Albedo baking via Shader Graph works now, and more tweaks to neighbor debug draw * bug fix * Dynamic GI neighbor cleanup to use real probe volume data for positioning * bug fix for non uniform density volumes * cleanup * Cleanup and setup of Propagation Buffers * more work in progress dynamic GI, have a test read modify write of SH data working * cleanup dynamic GI values when its disabled * more cleanup * bug fix * New improved Albedo sampling code from Francesco * cache debug shader not material, works better for some reason * Lots of shader code and setup for real-time GI propagation. Still a work in progress but most code written on GPU side * All the compute data hooked up first pass * Kinda of working * Slightly better, still not there * Fixes plus re-write of SH data in dynamic GI * First kinda working version of new RTGI, needs lots of tuning and improvements * Move VolumeComponent to seperate file so it is preserved when assets are saved * More improvements, anti alias punctual lights and add a secondary bounce to hits * Tweaks, added FCC's SH logic for testing / comps * Cleanup and addition of 3D texture for Irradiance sampling to smooth out history * Cleanup & and added back bounce boost control for hit pass * Tuning defaults * more filddleing with defaults * temp code for testing * Intended L1 * Adding Affect Dynamic GI to light explorer UI Fixing hit lighting logic to work with multiple lights * Adding de-ringing to SH Exposing class outside of HDRP for play mode testing * Move probe volume update code around so worked better with needing state set before dispatches * Integration of SG logic for Irradiance Cache, way cleaner and better results. Removed old Irradiance cache logic using L1 SH * More cleanup and refinements of SG algorithm * Bias punctual lights near surfaces to fix strobing * Cleanup * name cleanup * Support volume rotation in neighbor debug view mode * Fixed contribution normalization. Changed the direction for infinite bounces evaluation from reflection to surface normal. * changing default sharpness to 3.5 to reduce dark banding a tad * Hacked prototype of an alternative propagation algorithm. * Smoothed radiance gathering from hits. * Cleanup and temp NaN propagation workaround. * Changed History Contribution min limit to 0 to be able to test propagation without it. * Removed old algorithm, cleaned up data format and volume parameters to make new directional version the default one * Fixed Probe Volume dynamic GI data access after merging with the DOTS Probe Volume feature. Signed-off-by: Andrew Saraev <andrew.saraev@unity3d.com> * Fixed up popping issues with Dynamic GI and other probe volumes in view, plus made it so the light list is global, not camera view culled so all lights stay active in the list for GI to propagate more accurately and shadows to update even for lights behind the camera. Merged with latest * Build compile fixes * Player build fixes, real-time GI now works in player builds * HDRP settings and toggles for probe volume dynamic GI * missed files for previous checkin * small optimizations * turn on optimizations in key dynamic gi shaders for perf * Custom dynamic GI light list that also includes off screen lights * Explicitly set dataUpdated when data is uploaded to the atlas instead of setting it in GetPayload() of the volume. To simplify communication with the DOTS version. * use shadows for dynamic GI lights. This still has a bug where off screen lights get their shadow indexes reset to -1 * Better disposing of propagation buffers Cleaned up global compute buffers for SH L012 and validity buffers, and reusing those per probe volume for propagation to reduce memory usage * possible mem leak fix & piping light bounce intensity through to dynamic GI * Some PR feedback and distance checks to probe hit & propagation phases * Added basic distance checks to entire probe volume to dispatch dynamic GI jobs or not * directional lights are weird, maybe the shadows, we should avoid them * PR feedback * Refactored ProbeVolumeBuffers cleanup to keep GameObject and DOTS logic similar. * Attempt to reduce white space conflicts * Profiler marker for Dynamic GI Slight optimization in light loop * Optimized C# by not doing SetData calls on Buffers unnecessarily Co-authored-by: Andrew Saraev <andrew.saraev@unity3d.com> Bug fixes from Dynamic GI. Cleanup buffers after bakes, and only dispatch dynamic GI for scene or game cameras Dynamic GI Spherical Harmonic from Spherical Gaussian Modes (#9) * Implemented SH from SG Modes which can be toggled between in the Probe Dynamic GI volume settings. SamplePeakAndProject is the same mode we are used to: Spherical gaussians will simply be evaluated at their peak and projected to convert to spherical harmonics. SHFromSGFit: A spherical gaussian to spherical harmonic function fit is used, which is physically plausible. SHFromSGFitWithCosineWindow: A spherical gaussian with an additional cosine window to spherical harmonic function fit is used, which is physically plausible. Less directional blur than SHFromSGFit. * Cleanup pass on SG to SH supporting math. Created Zonal Harmonic data type with supporting functions to add type saftey to the transforms as we have done with the other spherical harmonic functions. Created specialized zonal harmonic rotation functions which significantly reduces the work required for rotation. It's possible the compiler was handling this already by stripping out work on zero coefficients, and by automatically using floats instead of float3s when all channels are the same - but better to not put too much pressure on the compiler. This should also make it easier in the future to create specialized rotation functions for cardinal rotations (which will introduce additional zeros). Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Dynamic GI: Fix a bunch of shader warnings in DynamicGI shaders. Bug fix so that lights can act as dynamic GI only lights Probe Volumes: Created a proper Probe Volume probe rendering shader. All probes in a selected probe volume are rendered in a single DrawProcedural call, 2 triangle per probe (screen space quads). Allows me to get rid of a lot of nasty mesh setup logic that was previously happening. The new Draw Probes debug shader currently has two additional options: Draw Validity, and Highlight Ringing (#14) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volumes: Use GlobalObjectId.targetObjectId (#16) * Probe Volumes: Use GlobalObjectId.targetObjectId to uniquely identify Probe Volumes, and Probe Volume Asset ownership, rather than GetInstanceID() - which was not guarenteed to be persistent. This PR cleans up the related logic, allowing us to guarentee non-colliding bake ids, avoids hanging on to asset references during duplication of probe volumes, and, in the case where you have intentionally referenced a probe volume asset on a probe volume that does not own it, avoids baking that asset, which would previously stomp source data. * Probe Volumes: GlobalUniqueID: Use a custom stack-only + packed representation of the full GlobalObjectId, rather than only using GlobalObjectID.targetObjectId to avoid collisions when different scene probe volumes happen to have the same targetObjectId. This also allows full backwards asset lookup in the future if necessary, which should help debugging + build tools. Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volumes: Make all bake requests go through the AdditionalGIBakeRequestsManager. Track the generationIndex in the least significant 8 bits of the lightmapperBakeID, and talk to the lightmapper with this composite ID. This ensures that anytime we call SetAdditionalBakeProbes we generate a completely unique bake request from the perspective of the lightmapper, ensuring that we will always bake this data (because the lightmapper will hash these IDs to determine if it has any work to do). Previously, if we set an ID with new data, or if we cleared an ID then set it with new data, the lightmapper wouldnt track these data changes, and so it would skip baking these actually new bake requests. (#17) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volumes: Fix Debug Colors display mode - shader line got erroneously commented out in a PR a few months back (#18) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volumes: Fix exposure in Probe Volume debug modes (ensure no exposure is applied (#19) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volumes: Maintain user specified absolute world space positive and negative fade while resizing bounds handle. This makes Probe Volumes resize behavior match behavior of Density Volumes and Reflection Probes. (#20) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volumes: Fix PROBE_VOLUMES_SAMPLING_MODE defines in GetReflectionPRobeNormalizationFactor (#23) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volume: Add RenderGraph support for Probe Volumes. Originally this was implemented in this PR: Partner/crazyhunter 10.6.0 custom.1 rendergraph 1a835fd However, the PR contained some fairly large code divergences from mainline - so it was split out into multiple new commits during this upgrade, and divergence was minimized. Mask Volumes: Mask Volumes. An ability to place volumes with 3D textures into the world, paint custom color into them and sample this data in any Shader Graph. To be used as a global volumetric splat map. (#16) (cherry picked from commit f68dc61b5c92ccea7f249e7f58aab1583799ddcb) Mask Volumes tools update (#22) * Fixed the issue when the scene view camera moves on selecting the painting tool. * Use normalized values for color and opacity settings. Fixed the effect of opacity and hardness. * Added the brush color inversion while Ctrl is pressed, for quick erasing. * Replaced the Recreate Asset button with Resample Asset. The data is not lost after resizing or changing voxel density now. * Fixed a Mask Volume resampling error when old resolution has 1 on any axis. * Mask Volume: Use resolution from MaskVolumeAsset instead of MaskVolumeArtistParameters for rendering. Resolution in parameters is just for creating new assets or resampling to a new resolution. * Mask Volume: Use normal bias in painting. * Mask Volume: Use input pressure as opacity. * Mask Volume: Added inner radius and normal bias brush gizmos. Mask Volume: Hotfix: Avoid attempting to upload degenerate data to the atlas by extending IsDataAssigned() check to include a Length > 0 test Fixed the case when a Mask Volume asset is saved to a file empty. The "Resample Asset" button can process an empty asset and fill it with valid data now. (#23) Mask Volumes binary serialization and minor fixes * Fixed the case when the painted Mask Volume asset is not saved. Updated the default brush settings based on the user feedback. * Prefer binary serialization of Mask Volume assets. * Added "Reserialize All" action to context menus of MaskVolumeAsset to be able to convert all assets in a project to binary format. Mask Volume: Fixed minor bug where emptyUAV would silently fail to bind to _MaskVolumeAtlas - using emptyVolumeUAV instead Mask Volume: Mask Volume: Make Mask Volume internals visible to Unity.Entities.Hybrid.HybridComponents Mask Volumes: Set methods for Mask Volume exposed that allows us to use them to do deep copies of Scenes DOTS Mask Volume (#6) Refactored the access to Mask Volume instanced to be able to feed a DOTS version to the system. Probe Volumes: Probe Volumes: Delete meta file for empty folder accidentially created a while back. Cleans up a warning when the project is first imported (#34) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volumes: Cleanup the state when HDRP has Probe Volumes disabled in the HDRenderPipelineAsset or FrameSettings. Previously we would hit some null reference errors because the disabled paths were not well tested. These fixes should improve the process of setting up Probe Volumes / Mask Volumes in a new project Probe Volumes: Upadte ProbeVolumeAtlasKey to additionally unique on volume position if the volume is simulating dynamic GI. If dynamic GI is enabled, two probe volumes that point to the same asset, streamed in at different locations need unique space in the atlas (because their dynamic GI component is different). If dynamic GI is disabled, two probe volumes that point to the same asset, streamed in at different locations should share space in the atlas, since their baked data is identical. Probe Volume: VolumeGlobalUniqueID and atlas allocation stats Probe Volumes: Probe Volumes: Remove Ambient Sky fallback which was used when accumulated probe volume weight was < 1. In our project we never want to fall back to the ambient sky, we want to fallback to black. (#40) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volumes: Fix bug where tiles would receive no probe volume lighting if they contained no direct light sources, and if compute based deferred was enabled. (#41) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Probe Volume: Fix Probe Volume Visibility API Probe Volume: Fixed compilation error when Probe Volumes are not encoded with SHL2. Mask Volume: Mask Volume Feature Parity: Mask Volumes use Global Unique ID system … (#32) * Mask Volume Feature Parity: Mask Volumes use Global Unique ID system just like Probe Volumes, follow the same eviction scheme as probe volumes, have the same debug rendering options as probe volumes (where relevant) and have dead code paths cleaned out. Global Distance Fade Start / End exposed on the Volume System Probe Volume Controller and new Mask Volume Controller to limit atlas subscription when zoomed way out in large scenes. Volumes are now evicted from the atlas when they are culled in the prepare probe volume / mask volume lists stage. * Add atlas allocation stats for Mask Volumes Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Mask Volumes: Cleanup the state when HDRP has Mask Volumes disabled in the HDRenderPipelineAsset or FrameSettings. Previously we would hit some null reference errors because the disabled paths were not well tested. These fixes should improve the process of setting up Probe Volumes / Mask Volumes in a new project Dynamic GI: Probe Volumes: Dynamic GI: Fix null reference when Draw Neighbors is true, but no probeVolumeAsset has been baked yet. (#30) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Fix for dynamic GI to disable gracefully at runtime Ported MaskVolumes and Dynamic GI to RenderGraph (#27) * Ported MaskVolumes to RenderGraph * Made MaskVolume light lists work with RenderGraph * Made ProbeVolumes DynamicGI work with RenderGraph * Remove accidentially introduced extra space (to avoid merge conflicts in the future) Dynamic GI: Partner/crazyhunter 10.7.0 custom.1.pvdgi cross volumes (#38) * Scaffolding for testing how sampling neighbor probe volumes around edges of dynamic GI volumes can help with propagating GI from neighbors. Needs to be filled in * typo * work in progress * Probe Volumes: Fix up case where ProbeVolume.hlsl is included and LIGHTLOOP_DISABLE_TILE_AND_CLUSTER is defined. Add support for dynamic GI border axes sampling all other probe volumes in order to propagate dynamic GI across volume boundaries. * Fix fade calculation * Fix warning about sign / unsign mismatch. * cache and respect the HDRP asset Dynamic GI toggle at runtime for perf testing * Probe Volumes: Dynamic GI: Add Neighboring Volume Propagation Mode to Probe Dynamic GI Volume Override for selecting which algorithm is used to inject dynamic GI from neighboring probe volumes at boundaries. Options include Disabled, Sample Neighbors Direction Only (reccomended), and Sample Neighbors Position and Direction * Probe Volumes: Dynamic GI: If Dynamic GI is on, and Neighboring Volume Propagation is on, force probe volumes to upload to structured buffers and the atlas if they are within the rangeInFrontOfCamera or rangeBehindCamera distance. * Probe Volume GI: neighboringVolumePropagationMode - change default to SampleNeighborsPositionAndDirection Co-authored-by: Szymon Swistun <szymon@bonfirestudios.com> Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Define GetDiffuseOrDefaultColor() for the Unlit BSDF to fix compilati… (#39) * Define GetDiffuseOrDefaultColor() for the Unlit BSDF to fix compilation errors in Unlit shaders in the DynamicGIDataSample pass. * Define DynamicGIDataSample pass for AxF and Unlit shaders. Remove now unnecessary #if UNLIT define in ShaderPassDynamicGIDataSample. Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Blow out fix for new cross volume GI propagation, plus big fix in directional only version to much closer match to pos + directino one Dynamic GI: Optimizations to Dynamic GI, with minimal, but some, quality loss Rename volume setting parameter, and set default to directional only, it looks fine, and a better default Pre-computed & sorted relevant neighbor axis per axis and precomputed sgWeights. Found the best tradeoff for highest weighted axis / relevancy wise based on sgWeight and used 9 to help with perf. prior merge fix 10 axis loops to catch all relevant axis Shader variant for when inf bounce scale is set to 0 to remove the work entirely Bump Shadergraph ScriptedImporter version to attempt to cleanly regenerate all shadergraphs after fixing bugs in dynamic GI extraction pass hlsl includes. (#42) Co-authored-by: pastasfuture <nickb@bonfirestudios.com> Mask Volume albedo baking (#37) * Fixed dynamic GI albedo sampling inputs. Set up all Mask Volume data globally (camera-independent) before albedo baking. Signed-off-by: Andrew Saraev <andrew.saraev@unity3d.com> * Fixed Mask Volume rendering after merging. * Fixed rendering after the merge. * Fix Mask Volume preparation for baking with Render Graph enabled. * Dynamic GI baking optimization. Mask Volume rendering clean-up. Mask Volume: Mask Volume visibility fixes (#84) * Don't render Mask Volume hidden in scene. * Fixed Mask Volume flickering when two volume instances are trying to render the same asset. Mask Volumes: Remove an unnecessary editor only GC.Alloc Dynamic GI: Max Sim Per Frame Control per Probe Volumes Dynamic GI (#44) * Control over max # of probe volume dynamic GI simulation's per frame * fixed issues with static value construction * More direct control of perf controls to dynamic GI Less GC allocations and better cleanup Cleanup and removed the need entirely clearing radiance cache on first frame of probe volume dynamic GI sim. compute shaders just handle that first frame case via variant instead. Removes hitches this way Sometimes we got NaN's, so added an extra safe clear on radiance data but via compute dispatch when needed slight bug fix to previous commit Quality variants for propagation axis amounts Dynamic GI: Added basic probe volume dynamic GI stats more dynamic GI stats Optimize GI data layout (#45) * Optimized the layout of the dynamic GI data. * Added migration of existing baked data to new layout. Context menu item "Reserialize (All)" on Probe Volume Asset now also runs the migration. Had to move the migration code from Probe Volume to Probe Volume Asset for this. Limitation: Context menu migration is skipped for assets of version < 3, since updating to v.3 requires rotation from an object in a scene. * Apply inverse-square law to propagation axis weights to get a more correct distribution for diagonal axes. Dynamic GI: Dynamic GI baked emission (#51) * Bake emission into dynamic GI neighbors and use it in the propagation. * Use 2x2 pixel blocks per baking request to control texture lods with uv and position gradients within these blocks. * Added the logic to control the material sampling lod for neighbor baking. * Added support of any Probe Volume rotation while baking dynamic GI neighbors and combining dynamic and baked SH. * Respect the Baked Emission material toggle when baking the dynamic GI neighbors. * Added a volume component setting to scale baked emission for dynamic GI. * Provide ddx and ddy for position and UV of a hit when baking neighbor materials. * Set the camera position shader property to zero before baking neighbors to support position-based effects in materials. * Clean-up. Work in progress for dgi optimization - setup new compute buffer Work in progress. Populate new neighbor axis lookups buffer and switch to reading from it. Remove old neighbour axis lookup array. Order members in NeighborAxisLookup by type size. adding safety cleanup to help trigger the sorted axis set after cleanup call Dynamic GI: Bind white texture for HVSSS in dynamic GI light loop New reflection normalization (#62) * Use roughest cubemap sample instead of baked SH to calculate Probe Volume reflection normalization. * Removed luminance SH baking for Reflection Probes. Dynamic GI: Dynamic GI sky lighting (#53) * Sample sky lighting on the edges of Probe Volumes for dynamic GI propagation. * Added Sky Contribution setting to Probe Dynamic GI volume component. * Renamed "Sky Contribution" to "Sky Multiplier" to fit better with "Baked Emission Multiplier". * Removed the Direct Contribution setting and normalization that led to all bounces being effectively multiplied by 0.5 with default settings. * Rotate axes in ProbePropagationCombine in the way consistent with other stages. * Added Max Albedo setting for dynamic GI to prevent infinite bounces from blowing up the lighting. * Apply validity to emission. Cleanup. * Changed default Max Albedo to 0.9. * Divide dynamic GI direct lighting by Pi to fix the look. * Experimental changes to skylight and direct hit injection before looking deeper into our SG-to-SH conversion. * Replaced weight normalization in hit and miss passes with prenormalized amplitudes. Experimental. * Added the inv-pi normalization to infinite bounces. * Finish fixing up normalization of hits, misses, and sky. Additionally, add amplitude adjustment for edge and diagonal SGs * Fixed StackLit shader graphs compilation by adding missing ComputeReflectionProbeNormalizationDirection function, expected by the LightLoop. * WIP Dynamic GI bases: Windowed Spherical Gaussian and Ambient Dice * Turn back on sky contribution * More iteration * Latest * Cleanup dynamic gi propagation bases defines into their own header that exposes an api so that callers do not have to know the specifics of the basis. Expose all bases as options on the Probe Dynamic GI volume override * Miss integral * Fix hit and miss lobe creation to the more subtle, but correct implementation that got lost during the cleanup. * Formalize the logic for injecting light from neighboring probe volumes / sky into a basis axis. Convolve the incoming irradiance with the zonal harmonic representation of the neighbor basis lobe in order to analytically evaluate the incoming irradiance over the entire lobe, rather than just the point sample. I compared this against a brute force monte carlo sampling of the SH over the neighbor axis lobe and the results are almost completely indestringuishable. The accuracy is based on how accurate the ZH fit of the neighbor axis lobe is. * remove some dead code * delete more dead code * Add back a line of code I accidentally deleted in the cleanup * Split up the basis options into a basis dropdown and a basis propagation override dropdown. Removed the not useful no diagonal basis options. Added ambient dice wrapped options to the propagation override modes * Remove old option for SH from SG Mode: We now always use the correct SH From SG via zonal harmonic fit conversion. Changed the default propagation override to Basis Ambient Dice Wrapped Super Soft. Fixed a subtle bug with skylight propagation - use the current axis lobe direction for sampling the sky, not the neighbor direction. This makes it consistent with how hits are propagated (and cleans up a little code in the process) Co-authored-by: pastasfuture <pastasfuture@gmail.com> Dynamic GI: Dynamic GI: Fixed Dynamic GI and the neighborhood debug draw when there are 0 hits in a volume (no geometry was hit). Renormalize axes of Dynamic GI bases to support different quality (#61) * Added frame settings for Dynamic GI quality to be able to preview it in edit mode. * Precalculate and normalize axis weights on CPU. New DGI validity baking and ProbeVolume interface (#66) * Added a button to Probe Volume to bake dynamic GI without the lightmapper. Then, validity is computed with the same rays that used for hits, so it only "sees" backfaces that are one voxel away or closer. * Simplified IProbeVolumeList by grouping all runtime data the pipeline may need to write to into ProbeVolumePipelineData and ProbeVolumePropagationPipelineData structs. * Replaced single dataUpdated on ProbeVolume with dataVersion on ProbeVolumeAsset to detect changes of baked data for already loaded volumes and keep baked lighting buffers, dynamic lighting buffers, atlas slot and content — all up to date regardless of the order they are used. Fix crash in il2cpp build (#67) Co-authored-by: Paulm-Unity <paulm@unity3d.com> Fix another crash in il2cpp build DGI Fix Leak Mitigation (#68) * Fixed DGI axis bit packing. * Store neighbor validity in axis and limit propagation from an invalid probe instead of limiting propagation towards an invalid probe. * Set default Baked Emission Multiplier, Sky Multiplier and Leak Multiplier to 1.0. rename leak multiplier to leak mitigation for consistency DGI Mixed Lights (#76) * Mark mixed lights when Probe Volume is baked to filter them out of the dynamic GI light list. * Added mixed lights data to DGI neighborhood and rendering. Using manual baking steps for now. * Update and save mixed lights baked status when lights are processed by the pipeline in the baking mode. * Added frame settings to pick a combination of realtime and mixed lights to use for dynamic GI. * Force shadow rendering regardless of distances when preparing for mixed lights baking. * Restored dynamic GI basic support for all mixed light modes after the light list merge. Now need to restore forced shadowmap rendering while mixed baking is prepared. * Restored after merge: force shadowmap rendering while mixed baking is prepared by dynamic GI. * Make dynamic GI mixed lighting preview show correct expected result for the current indirect scale setting. Probe Volume, Mask Volume, Dynamic GI Dynamic GI: DGI per volume mixed lights (#79) * Added a per-volume property defining if mixed lights were baked for this volume. Add all lights to the light list and skip mixed lights in shaders when required. * Revert to the previous way of uncapping shadow distance when baking dynamic GI mixed lights. Fix two misc DynamicGI shader warnings. (#89) Expose key hooks and controls for automated dynamic GI baking Exposing seperate prepareForBaking option for probe volumes for more control over baking one more fix for better dynamic GI bakes Probe Volume: Fix ProbeVolume buffers not being reset after disable (#95) Fixed ProbeVolume BuffersDataVersion not being reset on disable. Dynamic GI: Dynamic GI: clear EngineDataIndex and simulationFrameTick. Unified clearing methods. DGI fallback radiance baking for low end settings (#92) * Added the way to copy prepared radiance into baked data of a Probe Volume and use it at runtime as a fallback for when DGI is disabled. * Changed the way of updating and tracking data version for Probe Volume assets to not reupload it on every asset reimport and validation (needed to maintain propagated radiance while baking reflections and saving assets). Toggle for Dynamic GI for low quality baked mode testing in editor DGI smaller encoding (#96) * Experiment with storing DGI hit emission and probe radiance with half-float precision. * Trying RGBM32 encoding for DGI propogation. * Moved DGI radiance encoding functions to separate from emission to quickly iterate with it without touching the baked emission data. * Use LogLUV encoding for DGI hit and probe radiance. * Added YCoCg encoding for DGI radiance for testing. * Faster and more precise LogLuv radiance encoding with lower range. * Added a radiance encoding setting to Probe Dynamic GI volume component to switch between RGB Float and LogLuv. * Fixed hit radiance decoding for different encodings when baking mixed lighting. * Moved the radiance encoding setting from the volume component to frame settings. * Dynamic GI: Added HalfLUV, and R11G11B10 encoding modes Co-authored-by: pastasfuture <pastasfuture@gmail.com> Support DGI mixed lights baking for HalfLuv and R11G11B10 radiance encodings. (#98) DGI initial state from baked (#99) * A prototype of DGI radiance initialization from baked SH. * Disable ZHWindow in ProbePropagationInitialize for now as it gives too smooth and dark radiance to axes. * Minor fixes in propagation and a cleanup. * Partner/crazyhunter 10.7.0 custom.1 dgi initial state from baked sh to from basis improvement (#107) Improve ambient dice basis coefficients, improve basis normalization, and improve methods for projection from and to SH, choosing the right method for the context. Dynamic GI: Ambient Dice to ZH: Switched over to using a raw ZH fit instead of deringed zh fit. It results in significantly lower error when compared to a ground truth monte carlo projection, which means slightly punchier + higher contrast + less washed out GI. And the ringing concern seems to not be an issue due to the way light is propagated. Across a number of test scenes no ringing is present. Co-authored-by: Nicholas Brancaccio <pastasfuture@gmail.com> Probe Volume: Probe Volumes: Fix case when ShaderConfig enables them, but they have not yet been enabled in the frame settings. Previously this case would spill errors about unassigned compute parameters like _ProbeVolumeAtlasSH - this comes up when creating standalone HDRP template projects for repro demos Probe Volume sampling quality (#102) * Added a frame setting for Probe Volume lighting sampling quality between SHL0, SHL1 and SHL2. * Probe Volume sampling quality cleanup. * WIP switch Probe Volume spherical harmonics level with global keywords. L0 and L1 are not supported by Dynamic GI yet. * Implemented missing SH L0 and L1 modes for Dynamic GI. * Removed Probe Volume SHL0 option to save shader variants. Fixed Volumetric Lighting. * Fixed VFX shaders after introducing different Probe Volume encodings. * Support baking SHL2 fallback radiance from within the SHL1 mode. Cleanup. Check if probeVolumeAtlas is null before trying to release a slot from it. The atlas could be not created yet as we are doing it later in a rendering now to match the selected SH encoding for a given frame. (#108) Probe Volumes: Remove an unnecessary editor only GC.Alloc Reflection Probe Normalization: Fix bad rebase merge of reflection probe normalization code Fix recursive mutation bug in ZH Fit version of ProbePropagationInitialize projection. Dynamic GI Propagation: Sample Neighbors: Use ZH-Fit to convert from SH to our 26-axis basis - it produces results that are a bit closer to our monte carlo naive projection ground truth Dynamic GI: Fix Infinite Bounce calculation after we changed our basis coefficients. We were missing scaling each lobe contribution by that lobes normalized integral. Also delete some dead code that was hanging around in the dynamic GI area for too long, and fix some code erroneously included inside of an ifdef (#109) Dynamic GI probe dirty flag (#111) * Store a dirty flag for each light probe in a volume, update only the ones that had reasons to change since the last update. * Added a setting to Frame Setting to be able to disable dirty flags. * Added debug visualisation of dirty probes of all active volumes. DGI propagation fixes (#112) * Fixed fallback radiance baking when dirty flags are enabled. * Fixed noticeable intensity loss for lower propagation quality due to axis weights renormalization error. * Separate radiance comparison for LogLUV encoding that avoids many false positives in dirty flags. * Fixed propagation data not being cleared when Frame Settings are changed via the settings window causing the pipeline to be destroyed. critical exception fix that was firing on domain reloads & enter play mode transitions Dynamic GI: Copy over some warning fixes to dynamic GI that were lost in the rebase shuffle
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** ORIGINAL PR HERE here **
Added original reviewers except:
DONT FORGET TO ADD A CHANGELOG
Checklist for PR maker
CHANGELOG.md
file.Purpose of this PR
Add virtual texturing support to HDRP.
Unity trunk now has support for VT but without the SRP's driving this it is not possible for user to use this. This PR adds the SRP side of VT for HDRP. This includes two major parts of code
For more information on virtual texturing please see:
Note some scenes in the sample project are broken due to the non VT related bug:
https://fogbugz.unity3d.com/f/cases/1230818/
Note II: documentation is not part of this PR, as this is a bigger feature needing docs both in trunk, and "backstory" documentation we're still working on this with the documentation team.
Testing status
Manual Tests: What did you do?
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/78-Graphics/tree/VirtualTexturing
Any test projects to go with this to help reviewers?
Comments to reviewers
Notes for the reviewers you have assigned.