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…xes' into vfx/staging
* Added documentation for new operators * Changed bullet format.
* Fix creation of StringPropertyRM * Update CHANGELOG.md
* 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 * Update CHANGELOG.md Co-authored-by: Julien Fryer <julienf@unity3d.com>
…fx-graphics into vfx/staging
# Conflicts: # .gitignore # com.unity.visualeffectgraph/Editor/Models/Contexts/VFXOutputUpdate.cs
…ning when adding output)
…fx-graphics into vfx/staging
…ew with URP and mobile
* Simplify linear drag * Fix warning
* *Enable m_CachingShaderPreprocessor * Try enabling vulkan * Unify m_APIs in URP & HDRP
* Fix for node window stayting when clicking elsewhere * Update CHANGELOG.md
* Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
* 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 blue highlight * *Update changelog.md
* *Add test data * Enable StripUnusedMeshComponents: 1 * Enable mesh stripping in HDRP project * *Add reference images
* Call recreateCopy after recusion test not before. * Update CHANGELOG.md
* Disable mesh statistic field * Fix cancel while save texture * Fix create pCache from unreadable texture * *Update changelog.md * Fix missing disable for Texture Statistics
Temporarily disable motion vector per vertex optimization. Small refactor for vertex count calculation
# Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md
* Add setting for main camera buffer fallback * Move enum to C++ * Update changelog * Rename setting to Main Camera fallback and the option "None" to "No fallback" * Added an entry for Main Camera feedback in the preferences doc. * Updated tooltip * Reworded tooltip and doc entry * Added doc entry for User Systems. Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
* Prelimary refactor : gather IsAssetEditable in common test to ease testing * Move always m_LockedElement in front * Fix inspector of slot container when asset is locked * Fix inspector for VFXManager when asset is locked * *Update changelog.md * Fix incorrect cast in VFXSlotContainerEditor * Use m_LockedElement in blackboard & redirect it when needed Simplify integration from m_ComponentBoard * Fix case 1243947 : Debug View artefact Correctly clear the VFXDebugView while reassigning * *Update changelog.md * Let selection passing through locked label : it allows inspection * Fix locked label in blackboard when empty * Fix "Shader Value is not saved when switching between VFX Manager and Version Control" * Prevent Drag&Drop when asset is locked * Prevent tricky way to instantiate BuildContextualMenu There was an issue while clicking on left & right at the same time * Fix two issue with target - Attach a stopped visualEffect component - Stop & Reset behavior * Fix UpdateDebugMode which could be called too soon In the case of an not yet loaded VisualEffect component (because the VFXGraph has been just recompiled) * Fix ordering We want the "asset locked" just after contentViewContainer and not just before m_ComponentBoard * Update maxAlive state checking the actual IsAssetEditable during update * Fix locked issue with the VFXParameterEditor Should disable everything if IsAssetEditable returns false * Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/193#discussion_r109552 blackboard => componentBoard
* Squashed commit of the following:
commit f51b7d616b77487339b2ec3db1e2e8bee35b3ae1
Merge: 2589034c08 229945b992
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Mon Apr 6 17:32:10 2020 +0200
Merge branch 'vfx/feature/mesh-sampling-support-texcoord-dimension' into vfx/feature/mesh-sampling-index-buffer
commit 229945b99247402006916c9c73a640d2b5662486
Merge: d26b342644 4cd4cb244d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Mon Apr 6 17:31:23 2020 +0200
Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension
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 2589034c088795ba63bf61f22e8ba84a7ffe7607
Merge: 47e04162e6 a9338688a6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Tue Mar 31 18:24:43 2020 +0200
Merge branch 'vfx/staging' into vfx/feature/mesh-sampling-index-buffer
commit 47e04162e60683e331c930a02e77f6d5eeae568e
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Tue Mar 31 18:18:43 2020 +0200
Minor : add a TODO
commit a7bd11748549e25789e7515c50b1c3d96499301b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Tue Mar 31 18:17:32 2020 +0200
Actually, keep minimal scope for VFX_GENERIC_BUFFER, it's useful for platform testing purpose.
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 0f9fc14afb9e6e8666b39860bd84922eba4a64e5
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Tue Mar 31 16:49:52 2020 +0200
Remove temporary code
commit bc8121349789de632d1115a7804a17b882559e1b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Tue Mar 31 16:02:23 2020 +0200
Choose StructuredBuffer<float> over ByteAddressBuffer
commit 21b9d002b29b9887da8661f32505973e75d0420f
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Mon Mar 30 17:16:37 2020 +0200
Change Buffer<uint> to Buffer<float> to avoid dx warning issue.
commit be691cd625a18194c5662de17c952613b4f591e3
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Sun Mar 29 19:06:25 2020 +0200
Fix alignement for ByteAddressBuffer
commit 3ec05dfadefc483507d3de12caf4a2e216af6e66
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Sun Mar 29 17:58:05 2020 +0200
WIP : Trying to move to ByteAddressBuffer
commit 2cf1db8679851ff55afcd5f17afa8a52b4d9e179
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Sat Mar 28 18:06:49 2020 +0100
add note for later
commit e6fd7c1931919c657b7c65f8197be03e387e56dc
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Sat Mar 28 17:44:24 2020 +0100
*Draft test data (will be removed)
commit c84f0e927ebe00f655d3fb92bbe98d6c03fdcf34
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Sat Mar 28 17:16:12 2020 +0100
Fix expressionMesh format
commit 6f48ffbdb55f38da5750f63fc1a38d79a5d19800
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Sat Mar 28 15:01:01 2020 +0100
Update draft test
commit edec8e1e997188e0dbc82ad9bb38e0ac178476d2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Sat Mar 28 15:00:41 2020 +0100
Sample Index *WIP*
commit 2853d8b25eabd0dcf3f5af4718d71f17685d5a7b
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Fri Mar 27 15:54:29 2020 +0100
*Remove End expression for mesh evaluation (invalid because we can't guess context for this case)
commit d4f09e0cc4c058d07a2c40366e4e0bd45476d7fb
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Fri Mar 27 12:00:30 2020 +0100
Add minimal integration for newly added VFXExpressionVertexBufferFromMesh
commit baf39dcdf6fc340269fb5442c763e4932ead57f2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Fri Mar 27 11:59:25 2020 +0100
Add test data (to revert)
commit 7a2fd0337ecc965dcea105dfd34973499f736bb8
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Fri Mar 27 11:58:53 2020 +0100
Revert "Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh"
This reverts commit 6d507a684f14dc09641877d6d691fd96adb63be4.
commit 6d507a684f14dc09641877d6d691fd96adb63be4
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Fri Mar 27 11:56:51 2020 +0100
Add test file & minimal integration testing newly added VFXExpressionVertexBufferFromMesh
commit d26b342644bc08c2ab4118a71899bb78a2c303a7
Merge: b1512335cb 40749ce2ba
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Fri Mar 27 09:27:26 2020 +0100
Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension
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 b1512335cb09b7b3e1ee783f991347704c4952be
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Thu Mar 26 18:24:05 2020 +0100
Fix after merge
commit 43e25995ca9a15aa0ee5c88297616ccbd3fc5c2d
Merge: e357f4871b 7abaf9bbf2
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Thu Mar 26 17:47:34 2020 +0100
Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension
# Conflicts:
# com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionMesh.cs
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 e357f4871b8c39257c62daf1fe63f85241325712
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Wed Mar 25 08:56:53 2020 +0100
Fix build in 2020.1 to resolve comment https://github.cds.internal.unity3d.com/unity/vfx-graph/pull/258#pullrequestreview-52608
commit bfc0d9f7aeaa8b34407bfa8279d30bf59cf55099
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Tue Mar 24 18:44:28 2020 +0100
*Fix compilation
commit 6cfd2d90292796c5b21e63d01c4b4bf8563c0184
Merge: 41a1a8e212 128101bc63
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Tue Mar 24 14:56:22 2020 +0100
Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension
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 41a1a8e212c82b48832ab88f68348c145c0960c6
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Mon Mar 23 15:19:24 2020 +0100
*Update expression name
commit 27794064fd01207a35e7d967ff322e9d552a2054
Merge: ad597a0388 28f0ca20a0
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Mon Mar 23 10:21:38 2020 +0100
Merge branch 'vfx/feature/mesh-sampling' into vfx/feature/mesh-sampling-support-texcoord-dimension
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 ad597a03881e11743e68555f985c304ee2d7557d
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Tue Mar 17 11:18:40 2020 +0100
Support float or uint read in sample mesh color
commit 8ca98dd9a375431ddc04c7a0cb625c35a2c99f57
Author: Paul Demeulenaere <pauld@unity3d.com>
Date: Tue Mar 17 10:05:40 2020 +0100
Add compatibility code & use new available expression from https://ono.unity3d.com/unity/unity/changeset/6afd1f99b768984023366f3aba746390c763432f
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
* Sample mesh, add placement mode : Surface & Edge *WIP*
* Some experiment with low distorsion mapping
* *WIP* debug data (will be removed anyway)
* Clean BarycentricCoordinatesBis
* Fix to graft : support for flag enum in inspector
* Add animation test data from @vlad
* Test scene *WIP*
* Use GetVertexStride depending of channelIndex & VFXExpressionVertexBufferFromMesh depending of channelFormatAndDimensionAndStream
* *WIP* pushing test data
* *Push Some test data (will be removed)
* Fix test adding a *WIP* note
* Minor fixes after merge
* Add SkinnedMeshRenderer exposable
* Add SkinnedMeshRenderer in IsTypeConstantFoldable
* Add VFXExpressionSampleSkinnedMeshRendererFloat & co support (it should be factorizable)
* Move hexahredron to common data, it will be convinient for graphicTest
* Fix PositionMesh (bad merge)
* Implement Graphic Test for skinned mesh (not yet tested in standalone yet)
* *Add reference images
* Clean some code, remove intermediate compatibility code
* Add variant provider for sample mesh
* Factorize sampling function to share them with PositionMesh
* Start factorization of SamplePositionMesh
* Add simple TODOPAUL
* Add another TODOPAUL
* Change VertexAttributeFlag to VertexAttribute, use proper mesh type in MeshPosition
* Implement surface coordinate & sample vertex for position mesh
* Remove test data & Update actual graphicTest
* Use nameof instead of verbatim (this code will not be backported)
* Fix sample edge
* Add skinned & mesh index/vertex count
* Fix editor test (todo : graft this change to master to anticipate the C++ change)
* *Update reference image for mesh sampling
* *Add sampleMesh index for skinned & mesh
* Fix after merge (wasn't so obvious but now works \o/ Can be factorized)
* Simpler update to use now available ByteAddressBuffer
# Conflicts:
# com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
# com.unity.visualeffectgraph/Editor/Expressions/VFXExpressionAbstract.cs
# com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl
* Revert "Simpler update to use now available ByteAddressBuffer" (onluy VFXCommon.hlsl)
This reverts commit 65b5ce1.
* Fix compilation
* Fix wrong return type of FetchBuffer
* *Restore lost test for triangle sampling
* Proper sample OOB fix
* Use explicit branch in SampleMeshReadFloat : we aren't supposed fetch in invalid buffer
* Enable GPUSkinng, default mode
* Remove float cast for condition since we are able to compare uint
* Factorize insertGPUTransformation using the common switch
* Clean multiple place where "ByteAddressBuffer" is declared
* Simply generated code verifying at http://shader-playground.timjones.io/d7df4e7dbec05529d6943aacca2812b9
* Remove unexpected restored file (as been renamed)
* *Update changelog
* *Fix build
* *Update image reference
* Remove useless case in GetFunctionParameterType (ByteAddressBuffer is in TypeToCode anyway)
* Fix after merge
* First draft of documentation for sample mesh
* *Update documentation
* *up doc
* *documentation
* Add documentation for Mesh Index Count & Vertex Count
* *documentation
* *Remove unexpected change & deprecated code
* *documentation
* Remove unexpected change in changelog.mp
* *Apply formatting
* *Update documentation
* Minor documentation update
* Documentation : add "inspector" flag when relevant
* Rename confusing "x" in "edge"
See https://docs.google.com/document/d/1VbIc5pMkgFX2Ui4-LWrZ7uQ4EKlXlFxWWW4ufcex70I/edit
* *Remove deprecated MeshSampling & Update TOC
* Reviewed the Set Position(Mesh) doc
* Reviewed mesh index count doc
* reviewed the rest of the sample mesh operators.
* Fix ToC & rename some "Skinned Mesh Renderer" in "Skinned Mesh"
* Missing minor change
* *Reupdate VFX after merge
* Fix several tooltip issues
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89530
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89531
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89532
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89533
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89534
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89535
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89536
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89538
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89539
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89540
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89541
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89542
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89544
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89545
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89546
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89547
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89548
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89549
- https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r89550
* Forgot to stage files from previous commit d8c1bef
* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109724
Remove not needed UNITY_2020_2_OR_NEWER condition
* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109727
Isolate helper function to VFXMeshSampling.hlsl
* Fix issue https://github.cds.internal.unity3d.com/unity/vfx-graphics/pull/30#discussion_r109725
- Rename sourceExpression to targetExpression
- Add InvalidOperationException if we are detecting an unexpected graph
* Add missing compile of channelFormatAndDimensionAndStream
- Check branch behavior
- Trying to find infinite recursion due to dependent sampling
- TODO : Add an editor test to inspect the actual generated graph (already checked in debug)
Co-authored-by: Tristan Genevet <tristan@unity3d.com>
Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk>
"flipbookLayout: 0" everywhere + Some missing meta in test project (minor)
# Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md # com.unity.visualeffectgraph/CHANGELOG.md # com.unity.visualeffectgraph/Runtime/Utilities/EventBinding/VFXEventBinderBase.cs
# Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md # com.unity.visualeffectgraph/Documentation~/TableOfContents.md # com.unity.visualeffectgraph/Editor/Compiler/VFXShaderWriter.cs
- Wrong Image reference : Fix D3D11 standalone - Unconsistent debug assert (the recreate can be called on subslot) : Fix Space_Slot_Sanitize_Still_Possible_ArcSphere - CreateComponentWithAllBasicTypeExposed : remove VFXValueType.CameraBuffer from list of tested exposed type (it can'td irectly be exposed) These change can independantly land in `master`
Contributor
Author
Contributor
Author
|
This PR should be synchronously merged : https://github.cds.internal.unity3d.com/unity/ScriptableRenderPipelinePrivate/pull/77 |
Contributor
Author
|
All VFX are 🟢, the failing HDRP job are also failing on master : https://yamato.cds.internal.unity3d.com/jobs/902-Graphics/tree/master/.yamato%252Fall-hdrp.yml%2523PR_HDRP_trunk/5293389/job/pipeline (cc @sebastienlagarde) |
julienf-unity
approved these changes
Feb 11, 2021
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